DRC wrote: > If you're going through a firewall, that means you're probably trying to > use the VGL Transport over the open Internet. > It wasn't really designed > for that. The VGL Transport relies on sending the keyboard/mouse > commands and 2D GUI updates using raw X11, which will always perform > poorly on networks with even a modest amount of latency. > It's all over internal LANs, but there are security measures in place. Latency should not be a problem, I get a 0.2 ms ping time from server to client. > TurboVNC is > the recommended solution for VirtualGL on a wide-area network. Why do > you need to use the VGL Transport? > I was comparing vnc against VGL transport. Being able to run an application with remote rendering as if it was running locally is quite nice. But in the end I'll probably go for VNC as that is usable from Windows as well (although there is Exceed, of course).
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 >>>>>> >>>>>> >>>>>> ------------------------------------------------------------------------------ SOLARIS 10 is the OS for Data Centers - provides features such as DTrace, Predictive Self Healing and Award Winning ZFS. 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