Hmm, I must have been checking the wrong log file then (probably on the
server instead of the client), because now I indeed see the numbers, thanks!

Would you have some performance insight into the following? I'm running
a VGL Image Transport session over ssh (vglconnect -s), the numbers
below being an excerpt from such a session. These look fine to me, the
network speed should not be a problem, the resolution of the application
is fairly low (640x480), but I'm experiencing a lag in the interaction.
I.e. when rotating a 3D model in the application with the mouse the
image is updated noticeably (and annoyingly) later. When running the
same application with VirtualGL+TurboVNC (0.6) over an ssh-tunneled VNC
session the lag is almost non-existent.

One thing that is slightly weird in my setup is that the server runs
64-bit VGL 2.2alpha1, while the client is using 32-bit VGL 2.1.3. Could
that cause issues like the above? Are client/server combinations like
this supported at all?

Thanks,
Paul



[Server]
Readback    -  230.83 Mpixels/sec-  751.39 fps
Compress 0  -   47.48 Mpixels/sec-  154.56 fps
Total       -   26.79 Mpixels/sec-   87.21 fps-    0.54 Mbits/sec (1184.6:1)
Readback    -  231.51 Mpixels/sec-  753.60 fps
Compress 0  -   46.00 Mpixels/sec-  149.73 fps
Total       -   26.45 Mpixels/sec-   86.09 fps-   42.02 Mbits/sec (15.1:1)
Readback    -  226.35 Mpixels/sec-  736.82 fps
Compress 0  -   46.62 Mpixels/sec-  151.75 fps
Total       -   26.15 Mpixels/sec-   85.12 fps-   80.71 Mbits/sec (7.8:1)
Readback    -  215.57 Mpixels/sec-  701.72 fps
Compress 0  -   47.46 Mpixels/sec-  154.50 fps
Total       -   24.22 Mpixels/sec-   78.85 fps-   28.79 Mbits/sec (20.2:1)
Readback    -  257.80 Mpixels/sec-  839.18 fps
Total       -   26.86 Mpixels/sec-   87.43 fps-    4.79 Mbits/sec (134.7:1)

[Client]
Decompress  -   14.35 Mpixels/sec-   46.73 fps
Blit        -  292.95 Mpixels/sec-  953.63 fps
Total       -   25.75 Mpixels/sec-   83.82 fps-   40.78 Mbits/sec (15.2:1)
Decompress  -   15.17 Mpixels/sec-   49.39 fps
Blit        -  256.11 Mpixels/sec-  833.68 fps
Total       -   19.18 Mpixels/sec-   62.42 fps-   56.85 Mbits/sec (8.1:1)
Decompress  -   14.83 Mpixels/sec-   48.26 fps
Blit        -  332.58 Mpixels/sec- 1082.60 fps
Total       -   29.54 Mpixels/sec-   96.17 fps-   47.41 Mbits/sec (15.0:1)
Blit        -  320.82 Mpixels/sec- 1044.33 fps
Total       -   31.15 Mpixels/sec-  101.40 fps-    4.79 Mbits/sec (156.2:1)
Blit        -  294.86 Mpixels/sec-  959.84 fps
Total       -   26.86 Mpixels/sec-   87.43 fps


DRC wrote:
> If you use vglconnect, then it automatically starts vglclient and  
> redirects the output to a log file in ~/.vgl, which is where the  
> profiling output will be. You can do tail -f <logfile> to see this in  
> real time.
>
> On Feb 10, 2010, at 4:01 AM, Paul Melis <[email protected]> wrote:
>
>   
>> Hello,
>>
>> When doing VGL Image Transport it's easy to get profiling data on the
>> server side (vglrun +pr), and the docs mention the env.var.  
>> VGL_PROFILE
>> to enable it on the client side as well. But how is that supposed to
>> work? Should I do this?
>>
>> [client] export VGL_PROFILE=1
>> [client] vglconnect -s <host>
>> [server] vglrun ...
>>
>> If so, where does the client-side profiling data go? If this isn't the
>> way to do it, how should one use the VGL_PROFILE setting?
>>
>> Thanks,
>> Paul
>>
>> --- 
>> --- 
>> --- 
>> ---------------------------------------------------------------------
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