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Thanks for the info vade. You are truly an expert in this area. 🙂
With regards to the high res, my latest round of testing for the last couple days has been with 1024×768, but I’ve noticed this issue the entire time in 640×480 resolution as well. And like I also mentioned before, it is rather odd, but the effect pretty much goes away when we set Unity’s timeScale to less than 1.
FWIW, I just built a custom version of Simple Client with NSOpenGLCPSwapInterval off and it is noticeably better displaying this Weiv scene. I still get occasional jitters, but qualitatively speaking it is definitely less noticeable. Now time spent in CGLFlushDrawable averages 200-300 microseconds much more consistently as opposed to regularly jumping up to 3000 or much higher like it did before during the “grinding.”
Lastly, as a control, I enlarged the Simple Server to ~800×600 or so and looked at the vsync-ed Simple Client. I can notice some occasional jitter from that, too, although it’s subtle. It looks more like our scene through the non-sync-ed Simple Client.
And thanks for the final suggestion. I’ll look into it and talk to my partner John (you would know him by AIResearcher here). Maybe I can get that going and see what kind of effect it has on our performance. We do need to display the texture in our “live view” in Unity, but the more duplication we can cut out, the better.