It is in the docs:

http://virtualgl.svn.sourceforge.net/viewvc/virtualgl/vgl/tags/2.3.2/doc/index.html#VGL_FPS

"If frame spoiling is disabled, then setting VGL_FPS effectively limits 
the server’s 3D rendering frame rate as well."

Further, I've been developing VirtualGL for 10 years, so generally when 
I ask someone to try something, it means that either I think it will fix 
the problem or that it will give me a vital data point that I need to 
diagnose the problem.  Thus, even if you think that doing what I ask 
won't help, please do it anyway.  Please also be mindful of the fact 
that, while we do have a general fund for VirtualGL that is used for 
community support (among many other things), it tends to get used up 
about 3 months into the fiscal year, so most of the support I give this 
list is pro bono.  Thus, I am very keen on making the most efficient use 
of my time here so it does not distract from paying work.  After the 
second time I asked you to disable frame spoiling, you said "frame 
spoiling has no effect in my setup", which was not a true statement, and 
it made me waste time investigating whether there was a bug in the 
VGL_FPS mechanism.

I am not singling you out personally-- I mean this as a general FYI for 
anyone who asks for support via this list.


On 6/4/13 9:50 PM, Dyweni - VirtualGL-Users wrote:
> 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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