On 6/4/13 8:51 PM, Nathan Kidd wrote:
> Is there a reason for -fps to not automatically enable -sp?
>
> I'm not thinking of any use case for -fps apart from -sp; as you've
> said, in the typical use case of wanting to rate-limit your
> app/bandwidth you always need -sp.

Not true.  VGL_FPS was originally implemented as a poor man's bandwidth 
limiter, and it also limits server CPU usage at the same time.  However, 
you generally still want frame spoiling to be enabled if you are running 
an interactive app, so that the "apparent rendering rate" keeps up with 
your mouse activity.  In fact, if you are limiting the frame rate of the 
compress/send thread, then frame spoiling becomes even more important in 
order to maintain an interactive "feel" for the application.

Why frame spoiling isn't important in Dyweni's case is that he wants to 
limit the 3D rendering frame rate to less than what the compress/send 
thread on his machine is capable of, and if the 3D rendering thread is 
not keeping the compress/send thread 100% busy, then frame spoiling 
isn't going to occur anyhow.

In the case of apps that are primarily mouse-driven, the 3D rendering 
rate on the server will ultimately be gated by the mouse sampling rate 
in VNC, but that's not necessarily the case for games.  A lot of games 
are "free-running", in the sense that they will render as fast as they 
can, and your input controls the content but not the speed of the 
rendering.  This is why I'm interested in implementing the 
GLX_EXT_swap_control extension.  I could foresee the need to frame rate 
limit a game to 60 Hz, even though the image transport pipeline may only 
be capable of 30 or 15.

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