Try frame blending? render at a few intervals around the target time for the frame, and average those together?
I woudl also suggest using either texture readback or PBO based readback, both which can be asyncronous. That readback mechanism stalls GL and the CPU while waiting for glReadPixels to complete. Considering you are doing PAL, it may not be an issue, but just out of curiosity, are you certain that you are not actually dropping frames? Put in a patch time -> string with image -> billboard so you can have visual timecode stamps on the frames rendered and insure that the delta times between frames are constant? On Dec 25, 2010, at 10:45 AM, Nisar Ahmed wrote: > Now either it is not possible with these card at all or there is some > software level trick that I am missing in my code. >
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