Never mind. I just updated my client-side VGL to 2.2alpha1 (which the
server was already using) and now everything works fine, no lag anymore.
B.t.w, great work integrating libjpeg/SIMD!

Best regards,
Paul


Paul Melis wrote:
> Unfortunately, I can't check without tunneling, due to network and
> firewall limitations. I've experimented a bit further with disabling ssh
> compression (which would take extra time) and forcing the use of
> blowfish-cbc. None of these make any difference.
>
> However, I did now notice that the amount of lag depends on the image
> content, so it seems to be an image compression problem, even though the
> profile data seems to suggest there is enough speed there. Is there a
> way to get more detailed profiling data, like reporting the numbers more
> often than currently is done?
>
> Paul
>
> DRC wrote:
>   
>> There shouldn't be any lag unless frame spoiling was disabled (it is  
>> enabled by default.) Maybe the SSh tunnel is causing problems,  
>> however. Do you get the same lag with vglconnect without the -s option?
>>
>> On Feb 11, 2010, at 6:09 AM, Paul Melis <[email protected]> wrote:
>>
>>   
>>     
>>> 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
>>>>>
>>>>> ---
>>>>> ---
>>>>> ---
>>>>> --- 
>>>>> ------------------------------------------------------------------
>>>>> SOLARIS 10 is the OS for Data Centers - provides features such as
>>>>> DTrace,
>>>>> Predictive Self Healing and Award Winning ZFS. Get Solaris 10 NOW
>>>>> http://p.sf.net/sfu/solaris-dev2dev
>>>>> _______________________________________________
>>>>> VirtualGL-Users mailing list
>>>>> [email protected]
>>>>> https://lists.sourceforge.net/lists/listinfo/virtualgl-users
>>>>>
>>>>>         
>>>>>           
>
>
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