Here are the performance marks for the third patch:

All tests are performed with VirtualGL's Emulated Monitor Refresh Rate 
at 60.
The '-fps' and '-sp' switches were not used.

(glxgears -interval n)
INTERVAL   FPS     CPU
0          27250   100%
1          60      1%
2          30      1%
3          20      0%
4          15      0%

(wine wglgears -interval n)
INTERVAL   FPS     CPU
0          15850   95%
1          60      1%
2          30      1%
3          20      0%
4          15      0%

(vglrun glxgears -interval n)
INTERVAL   FPS     CPU
0          1098     109%
1          60      6%
2          30      3%
3          20      2%
4          15      2%

(vglrun wine wglgears -interval n)
INTERVAL   FPS     CPU
0          940     109%
1          60      7%
2          30      4%
3          20      3%
4          15      2%

(vglrun wine game, using in-game directx present interval)
INTERVAL   FPS     CPU
0          117     99%
1          58      55%
2          29      29%
3          19      19%
4          14      15%



---
Thanks,
Dyweni

On 2013-06-04 16:07, Dyweni - VirtualGL-Users wrote:
> Attached is the third version of the patch.  This adds the following
> functionality to VirtualGL 2.3.2:
> 
> - Advertise support for the GLX Swap Control extensions
> (GLX_EXT_swap_control, GLX_SGI_swap_control).
> - Modify glXQueryDrawable() to intercept the attributes
> 'GLX_SWAP_INTERVAL_EXT' and 'GLX_MAX_SWAP_INTERVAL_EXT' and return our
> simulated interval values.
> - Modify glXSwapBuffers() to simulate the "sync to vblank" 
> functionality.
> - Add glXSwapIntervalEXT() to set the glxSwapInterval (required for
> the GLX_EXT_swap_control extension).
> - Modify glXSwapIntervalEXT() to set the glxSwapInterval (required
> for the GLX_SGI_swap_control extension).
> - Modify VGLConfig to expose the "Emulated Monitor Refresh Rate" 
> setting.
> - Modify VGLRUN to override the default value (60) of the "Emulated
> Monitor Refresh Rate" setting.
> 
> 
> ---
> Thanks,
> Dyweni
> 
> On 2013-06-04 15:16, Dyweni - VirtualGL-Users wrote:
>> Hi DRC,
>> You are correct.  Running vglrun with '-sp -fps 60' limits the 3D
>> rendering rate as you described.  The 3D rendering rate follows the 
>> -fps
>> value.  I didn't realize that -sp would lock the two rates together.
>> I have another patch coming soon that implements GLX_SGI_swap_control 
>> /
>> glXSwapIntervalSGI and perfects the delay within glXSwapBuffers.
>> 
>> ---
>> Thanks,
>> Dyweni
>> 
>> On 2013-06-04 14:13, DRC wrote:
>>> Dyweni,
>>> I await your response on this before I proceed any further.  I need 
>>> to
>>> resolve the matter of whether you simply forgot to disable frame
>>> spoiling (which is what I suspect, since your previous messages made
>>> no
>>> mention of using the -sp switch to vglrun or setting VGL_SPOIL to 0)
>>> or
>>> whether, for whatever reason, disabling it did not lock the 3D
>>> rendering
>>> rate to VGL_FPS (and if that's the case, I'm not sure I understand 
>>> how
>>> that could happen.)
>>> 
>>> 
>>>> You have to disable frame spoiling in order for the -fps option to
>>>> limit
>>>> the actual 3D rendering rate:
>>>> Did you pass 'sp' to vglrun?
>>>> vglrun -sp -fps {f} {application}
>>>> I am more keen on the idea of implementing GLX_EXT_swap_control as
>>>> opposed to implementing a separate frame rate governor, and I will
>>>> look
>>>> at your patch in detail.  However, I also want to understand 
>>>> whether
>>>> doing the above (using the existing frame rate governor without 
>>>> frame
>>>> spoiling) accomplishes a similar effect and, if not, why not.
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