Recently, Josh Mellicker wrote: > Incidentally, the docs on qtIdleRate have an error, they say: > > > "A higher idle rate will result in smoother playback but will also require > more cpu time." > > but they should say: > > "A LOWER idle rate will result in smoother playback but will also require more > cpu time."
I wouldn't say the docs are wrong, just ambiguous. "High" could refer to the duration of the idle interval (a high number), or could refer to the frequency of updates (high frequency). > Lowering the qtIdleRate from 20 (30% CPU) to 1 (50% CPU) improved playback > performance dramatically for me. I don't see how setting the qtIdleRate to 1 leads to 50% CPU. Doing this sets the delay between player updates to 1 millisecond. Over here, doing so spikes CPU usage to 100%, which is in keeping with any other message sending that occurs with a frequency less than 1 second (ie a send loop like send "updateMe" to this card in 1 millisec). Are you also doing something with the idleRate? (not qtIdleRate) > I wonder what the qtIdleRate represents - maybe a "tick" (1/60 sec)? The docs say the qtIdleRate is the time in milliseconds between one update of a player and the next. Regards, Scott Rossi Creative Director Tactile Media, UX Design _______________________________________________ use-revolution mailing list [email protected] Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-revolution
