> Can you provide more details of exactly why you need to use a 24-36 > Mpixel display?
I support a visualisation cluster which is a number of partners. One partner has large 6 screen displays all over Australia. Another Uni on the other side of Australia has just installed multi-screen display. Also we'll be installing a Cave/Vis-wall (of which I have been asked to come up with some demos). So it would be nice to be able to support direct realtime vis on these systems. I don't yet have direct access to these systems myself, so the question on scaling etc is with the view to testing on any machine (just by setting a large screen size), with the results somewhat representative of how it might act on a real display. It appears the answer is yes - so I'll test with that and see what I can come up with. I'll post some results. Cheers, Paul ----- Original Message ----- > From: "DRC" <dcomman...@users.sourceforge.net> > To: virtualgl-users@lists.sourceforge.net > Sent: Sunday, 16 June, 2013 4:05:37 AM > Subject: Re: [VirtualGL-Users] Improving performance on very large displays > > Well, it's important to understand that VNC will usually just send > the > portions of the display that have changed ("incremental framebuffer > update.") It will send a full framebuffer update upon first > connecting > and when specifically requested by the viewer (using the Refresh or > Lossless Refresh functions) or when the scaling factor is changed, > etc. > The TurboVNC X11 viewer doesn't maintain a back buffer, and thus it > will also request a full framebuffer update if the window is > minimized/maximized or obscured. The Windows and Java viewers, > however, > are smart enough to redraw the window's current contents without > requesting a new update from the server. All of that is somewhat > moot > if you are using a full-screen viz app that updates most of the > display > on every frame. > > To answer your question, since the viewer is maintaining a copy of > the > pixels from the server, a full framebuffer update will always send > all > of the pixels from the server, even if some of them aren't visible in > the viewer due to the window size. The reason for this is both > because > the logic would be inordinately complicated if it was only > maintaining > the visible portion of the display, and also you wouldn't want to > have > to wait for a new framebuffer update when using the scrollbars. > > Downsampling on the server: Someone else asked about this, and I'm > going to look into the possibility of using the RANDR extension (part > of > the desktop resize functionality that will go into TurboVNC 1.3) to > do > this. However, I'm not really sure how useful it would be. I don't > understand why anyone would want to run the TurboVNC Server in a > resolution that is significantly larger than the client display, > unless > they were broadcasting to multiple clients that support different > resolutions. > > With downsampling, the text is quickly going to become unreadable. > Can > you provide more details of exactly why you need to use a 24-36 > Mpixel > display? Perhaps I can provide a more intelligent answer. > > > On 6/15/13 12:35 AM, Paul McIntosh wrote: > > Hi Darrell, > > > > Thanks - the client we just tried was a Windows one but we'll be > > trying a few. I'll give the multi-threading a go. > > > > For testing purposes, how out is setting a standard resolution > > screen to something ridiculous? Is it smart enough to down sample > > on the server side if the client is viewing in scaled mode? Or if > > the client is viewing in full res, but only a portion, is the out > > of view portion not sent? > > > > The point James just made is also something I need to try, I forgot > > to look if the ssh daemon was maxing out! And I should test with > > it without any tunnel at all. > > > > Cheers, > > > > Paul > > > > ----- Original Message ----- > >> From: "DRC" <dcomman...@users.sourceforge.net> > >> To: virtualgl-users@lists.sourceforge.net > >> Sent: Saturday, 15 June, 2013 9:43:08 AM > >> Subject: Re: [VirtualGL-Users] Improving performance on very large > >> displays > >> > >> Bigger pipes will definitely help, up to a point. The compression > >> ratio > >> you can get will vary a lot depending on the types of images that > >> the > >> app is generating. I use GLXspheres as a sort of > >> "middle-of-the-road" > >> approximation, since it has a realistic proportion of solid color > >> and > >> smooth gradient, one that you might see in a CAD or viz app when > >> the > >> model is zoomed out to fit in the window. However, as they say > >> here > >> in > >> the States, your mileage may vary. > >> > >> GLXspheres compresses to about 1.8 bits/pixel when using > >> perceptually > >> lossless JPEG, about 0.75 bits/pixel when using medium-quality > >> JPEG, > >> and > >> about 0.4 bits/pixel when using low-quality JPEG. Thus, for that > >> particular image workload to maintain 15 fps at low quality on a > >> 24-36 > >> Mpixel display would require 10-15 Megabits/sec of bandwidth. > >> Double > >> that for medium quality. > >> > >> It is also more than likely that you will run into a CPU > >> bottleneck > >> once > >> you eliminate the network bottleneck. libjpeg-turbo is typically > >> going > >> to be capable of compressing perceptually lossless JPEG at about > >> 60-100 > >> Mpixels/sec on a reasonably modern CPU core (maybe a bit more than > >> that > >> now-- my machine is 2 years old.) Add 30% to that for > >> medium-quality > >> JPEG, and add 50% for low-quality JPEG (both are faster, simply > >> because > >> they generate less data for the Huffman codec.) So applying that > >> to > >> the > >> GLXspheres example above, my particular machine might be capable > >> of > >> compressing ~2-4 fps with a 24-36 Mpixel display, or perhaps ~3-6 > >> fps > >> if > >> using low-quality JPEG. > >> > >> If the client and server are reasonably similar in terms of CPU > >> performance, then you can probably improve the situation by > >> enabling > >> server-side multithreading (export TVNC_MT=1 prior to launching > >> vncserver.) This divides the VNC desktop into equal-sized tiles > >> and > >> uses a separate compression thread for each. Even though the > >> client > >> is > >> not multithreaded yet, typically libjpeg-turbo can decompress a > >> lot > >> faster than it compresses, so enabling server-side multithreading > >> will > >> likely shift the CPU bottleneck to the client. Be sure to read > >> the > >> section on multithreading in the TurboVNC User's Guide. > >> > >> I have funding to work on multithreading the client as well and > >> will > >> be > >> looking into that later this summer. Can you clarify which viewer > >> you're using? > >> > >> > >> On 6/14/13 6:12 PM, Paul McIntosh wrote: > >>> Hi, > >>> > >>> I have done a couple of experiments with very large displays > >>> (e.g. > >>> 7680x4800, 7680x3200) and the performance has (understandably) > >>> dropped significantly. > >>> > >>> Are there any tricks to improving the performance or is it not > >>> worth trying? I recall multi-threaded builds but have not had a > >>> chance to try them out. > >>> > >>> The tests so far have been on less than optimal links - we will > >>> be > >>> trying a long hall 1G network soon (across Australia) and > >>> possibly > >>> a shorter 10G link (from one facility on campus to another). > >>> Would > >>> bigger pipes solve the issue or is the bottle neck be elsewhere? > >>> > >>> Cheers, > >>> > >>> Paul > >>> > >> > >> ------------------------------------------------------------------------------ > >> This SF.net email is sponsored by Windows: > >> > >> Build for Windows Store. > >> > >> http://p.sf.net/sfu/windows-dev2dev > >> _______________________________________________ > >> VirtualGL-Users mailing list > >> VirtualGL-Users@lists.sourceforge.net > >> https://lists.sourceforge.net/lists/listinfo/virtualgl-users > >> > > > > ------------------------------------------------------------------------------ > This SF.net email is sponsored by Windows: > > Build for Windows Store. > > http://p.sf.net/sfu/windows-dev2dev > _______________________________________________ > VirtualGL-Users mailing list > VirtualGL-Users@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/virtualgl-users > -- Dr Paul McIntosh Senior HPC Consultant, Technical Lead, Multi-modal Australian ScienceS Imaging and Visualisation Environment (www.massive.org.au) Monash University, Ph: 9902 0439 Mob: 0434 524935 ------------------------------------------------------------------------------ This SF.net email is sponsored by Windows: Build for Windows Store. http://p.sf.net/sfu/windows-dev2dev _______________________________________________ VirtualGL-Users mailing list VirtualGL-Users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/virtualgl-users