Thank you both for your replies.
I think this little bit from Robert might be the issue:
robertosfield wrote:
However, if OpenGL FIFO fills up because the rate at which you are pushing
data into it exceeds the rate at which it's been emptied then the application
thread will stall and the
Hi everyone,
We were just doing some performance testing when we noticed that increasing the
image quality in the NVidia control panel (adding anisotropic filtering,
anti-aliasing and multi-sampling) makes the time spent in the 'Draw' section
increase greatly. This wasn't something we were
Hi Rick,
The way that OpenGL drivers work is that there is an OpenGL FIFO per
graphics context, your application fills the FIFO with data and OpenGL
tokens, and then the driver sucks the tail of the FIFO in batches and
fires it off GPU. This fifo decouples the application thread from the
GPU, so
-users] Increase image-quality - increase 'Draw' time
Hi everyone,
We were just doing some performance testing when we noticed that increasing
the image quality in the NVidia control panel (adding anisotropic filtering,
anti-aliasing and multi-sampling) makes the time spent in the 'Draw
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