Kenneth,
I know the problems with glxgears often look like temporal aliasing.
However that's unlikely the cause unless glxgears itself reports a frame
rate lower than the vertical refresh rate. Temporal aliasing could occur
at any frame rate, I know, but that would lead to a slight lack of
Kenneth, could you please:
1. Attach output from glxinfo.
2. Check with xrandr to see what refresh rate it is telling compiz to use (in
the absence of sync-to-vblank):
xrandr | grep '\*'
If xrandr (hence the driver) is reporting the wrong refresh rate for your
monitor then you can fix it
** Attachment added: glxinfo from affected machine
https://bugs.launchpad.net/ubuntu/+source/compiz/+bug/988079/+attachment/3178543/+files/glxinfo.txt
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** Attachment added: First few scenes from glmark2 run under GNOME Classic (No
Effects)
https://bugs.launchpad.net/ubuntu/+source/compiz/+bug/988079/+attachment/3178544/+files/glmark2-gnome-classic-no-effects.txt
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Bugs,
** Attachment added: First few scenes from glmark2 run under GNOME Classic
https://bugs.launchpad.net/ubuntu/+source/compiz/+bug/988079/+attachment/3178545/+files/glmark2-gnome-classic.txt
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** Attachment added: First few scenes from glmark2 run under GNOME Classic
with Force full screen redraws enabled in CCSM
https://bugs.launchpad.net/ubuntu/+source/compiz/+bug/988079/+attachment/3178546/+files/glmark2-gnome-classic-ccsm-full-screen-redraw.txt
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** Attachment added: First few scenes from glmark2 run under Unity
https://bugs.launchpad.net/ubuntu/+source/compiz/+bug/988079/+attachment/3178547/+files/glmark2-unity.txt
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glxinfo output attached.
xrandr was reporting a 50 Hz refresh rate. I disabled Detect Refresh
Rate in CCSM - Composite, forced the refresh rate to 60 Hz, logged
out, logged back in, confirmed the settings stuck, and re-tested
glxgears and glmark2. No significant difference.
I installed glmark2
Thanks. Those results seem to confirm the problem only happens to compiz
when unityshell is loaded. So that is bug 987304 and/or bug 1005074.
A fix for the former was released yesterday in unity 5.12-0ubuntu1.1.
Please update and try that. The latter is not yet resolved.
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I think comment #30 shows the primary problem we should focus on here.
If you agree then I will merge bug 1005074 into this one.
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Title:
[nvidia]
While I agree that Unity is the largest problem, I do not agree that it
is the only problem. Compiz is definitely imposing overhead, and causing
incorrect reporting of OpenGL applications' performance. With gnome-
shell+compiz, glmark2 thinks it is running at 170 FPS, but it is
definitely dropping
Kenneth, the one of the most important things for ensuring a bug is
eventually resolvable is to have a clear definition and that multiple
bugs are not being discussed in the same place. I think the issue with
Unity, which seems to be the largest issue, should be discussed here.
And the other
If it were actually running at 170 FPS then it wouldn't be exhibiting
the jerky animation it does on screen. Perhaps compiz is competing for
the GPU's fill rate with other OpenGL applications on the system, but if
this were true, then the app shouldn't be able to provide frames to
compiz at a
I don't see any evidence that NVIDIA is a fault here. We risk wasting
theirs and our time if we engage them prematurely.
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Title:
[nvidia] Dismal
There is some simple testing I have yet to do in the Unity code to
better identify the location of the problem. Anyone can do that; not
just me.
Once a feasible solution is identified, we can further test it by
creating a PPA. I know Google can't use PPAs but they can simply be
pointed to a URL
Daniel, this isn't only a performance bug; it's a correctness bug. One
consequence of this is, for example, outright rendering errors in
chrome. (IOW, we need this in an SRU for precise).
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Kenneth,
smspillaz@interpol:~$ glxgears
Running synchronized to the vertical refresh. The framerate should be
approximately the same as the monitor refresh rate.
297 frames in 5.0 seconds = 59.317 FPS
At least on nvidia here, it seems like you can check if the operation
took effect by quickly
Sam,
I re-verified that Sync to VBlank was set in nvidia-settings and the
OpenGL panel of CCSM, and that Force full screen redraws was set in
the Workarounds panel of CCSM.
glxgears claims to be synced to the vertical refresh, and doesn't claim
to be running faster than 60 FPS. However, when
Kenneth, All,
I have been profiling and debugging compiz with the nvidia driver today
and have found some unexpected performance bottlenecks that we
previously didn't know about:
1. NVIDIA driver 295.* changed; they have now changed the default setting of
Sync To VBlank in the driver from
With the Unity WM, I enabled Sync to VBlank in nvidia-settings, logged
out and back in, and made sure the setting stuck.
I then opened CCSM, made sure Sync To VBlank was set in the OpenGL
section and that Force full screen redraws was set in the Workarounds
section, and logged out and back in
** Tags added: performance
** Changed in: compiz
Milestone: None = 0.9.8.0
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Title:
[nvidia] Dismal compiz performance on HP Z600 with 30
** Summary changed:
- Dismal performance on HP Z600 with 30 landscape monitor
+ [nvidia] Dismal compiz performance on HP Z600 with 30 landscape monitor
** Also affects: compiz-core
Importance: Undecided
Status: New
** Also affects: compiz
Importance: Undecided
Status: New
Hi Thomas, Kenneth,
Please try these two workarounds, separately, in CCSM:
1. Enable both:
Workarounds Force full screen redraws (buffer swap) on repaint
OpenGL Sync To VBlank (it should be enabled already)
or
2. Disable both:
Workarounds Force full screen redraws (buffer swap) on repaint
Hi Daniel,
Here are the results:
1. Enable both:
Workarounds Force full screen redraws (buffer swap) on repaint
OpenGL Sync To VBlank (it should be enabled already)
Result: WebGL Aquarium runs (i.e., desktop doesn't lock up), but at ~2
FPS
2. Disable both:
Workarounds Force full
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