Sorry about causing undue frustration.  It wasn't clear to me what 
exactly frame spoiling really did, at least not until you explained how 
it locked the 3D rendering rate to the value of the -fps option.

I think if I had read about the link between the two options in the 
configuration docs, it would have maybe been more apparent to me.  I 
disregarded the whole thing because of the mouse sampling aspect, since 
it was being displayed in a local vnc server and that the -fps option 
was already addressing the over-the-wire lag issue.

---
Thanks,
Dyweni

On 2013-06-04 17:27, DRC wrote:
> On 6/4/13 3:16 PM, Dyweni - VirtualGL-Users wrote:
>> 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.
> 
> Despite the fact that I told you quite plainly multiple times that it 
> would?
> 
> 
>> 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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