Since VirtualGL redirects the 3D rendering into offscreen buffers, there
is no concept of VSync, because there is no monitor involved until the
pixels are drawn on the client machine, and by that time, the 3D
rendering is already done.

In the current implementation, there is no way to limit the 3D rendering
rate except to disable frame spoiling.  Disabling frame spoiling couples
the 3D rendering and compress/send stages of the pipeline, so the frame
rate will be the lesser of (a) the VGL_FPS setting or (b) the rate at
which the client can process frames.  However, that's probably not what
you want, because you may experience "mouse lag" when frame spoiling is
disabled.

This issue has never come up, because in visualization apps, the frame
rate is ultimately limited by the sampling rate of the mouse, which is
generally 40-60 Hz.  I'm honestly not sure what would be the best
approach to applying a frame rate governor on the 3D side (a VGL_3DFPS
option, if you will.)  It might be as simple as putting a delay into the
buffer swap function.

What I'm wondering, however, is whether our long-term plans to replace
Pbuffers with FBO's and hidden windows might magically fix this, since
VSync might still work when rendering to a hidden window.

If anyone else has further insight, please share.


On 7/26/12 12:56 PM, Dyweni - VirtualGL-Users wrote:
> Hi All,
> 
>  
> 
> I'm wondering if VirgualGL has support for VSync?  I know that VirtualGL
> has support to output only x frames per second, but that is different
> from VSync. 
> 
>  
> 
> I have a game (EVE Online) that can limit itself to the VSync.  In
> normal X, it limits itself to 60 FPS (my monitor refresh rate) thanks to
> VSync, and that keeps the CPU usage low.  However, when running on
> VirtualGL, it does not limit its FPS and they skyrocket to 120+ FPS
> which drives the CPU usage high.
> 
>  
> 
> I would like to be able to lock the game to the VSync (say 60 FPS, to
> keep the CPU usage low) and then export x frames per second (as I do
> know with the -fps) switch.
> 
>  
> 
> Is this possible?
> 
>  
> 
> -- 
> Thanks,
> Dyweni
> 
> 
> 
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