On 22/09/14 01:03 PM, DRC wrote:
> On 9/8/14 8:40 PM, Nathan Kidd wrote:
>> I'd like to eventually understand why the SEGV in 3 occurs (presumably
>> bad buffer interaction between VGL and VP), but this isn't high on my
>> list since a) VGL_READBACK=sync works, and b) I'm quite used by now, to
>> saying "ViewPerf is a GPU benchmark, it doesn't make much sense to run
>> it in any kind of remote setting."
> 
> Yes and no.  If frame spoiling is enabled, then no OpenGL benchmark is 
> useful in a remote setting, but if you disable spoiling, then you can 
> use the benchmark to get some sense of how the remote solution might 
> perform under a real application workload.  The thing that most casual 
> users don't understand, however, is that what they're really testing is 
> the remote solution's ability to compress and transmit the images 
> generated by the benchmark.  The GPU performance is probably not 
> factoring into the results.  So in a sense, yes, the benchmark is not 
> being used for its intended purpose, but it is still useful-- as long as 
> it is being used to compare different remote solutions, as opposed to 
> trying to compare remote vs. local. 

What my comments are usually directed at is the caveat
"as long as it is being used to compare different remote solutions
*and you know for sure you are not GPU bottlenecked*".
If you know your GPU isn't the bottleneck then, sure, it could make sense.

>  When I worked for Sun, it seemed 
> like I had to spend 1/3 of my time explaining to people why comparing 
> benchmarks in a remote vs. local setting is kind of like trying to 
> compare the performance of a sports car and a telephone.

Now just imagine adding indirect rendering to the mix.  "Rendering
OpenGL on the server sucks because I only get 60fps, but when I run
with indirect rendering I get 600fps".  Queue explanations of immediate
mode rendering, etc. :)

-Nathan

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