Performance down with GLSL in QC

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  • #5239
    lov
    Participant

    Hello Guys,

    i found an interesting issue with a QC composition of George Toledo. Renders well with 60fps in QC, but if add a Syphon Server for the comp, which has a client, the frame rate drops to 30 fps. How no idea why this happens, maybe an issue with GL state restore?

    Here is the composition to test: http://dl.dropbox.com/u/2533/tons%20of%20spheres.qtz

    #5240
    vade
    Keymaster

    You must be using an old Syphon Server patch, or something. I am getting errors restoring the patch, looking for a resolution key.

    Ensure you are using the latest Syphon QC ?

    Either way, ill take a peek, but thats the first thing I noticed.

    #5241
    vade
    Keymaster

    I get 60 fps. This may just be a fill rate / GPU usage issue. That comp might be pushing you close to 1/60th a second, adding Syphon (a render to FBO phase for the screen size introduces more fill rate), maybe pushing you over the edge.

    Does the FPS change with the size of your viewer changing?

    #5242
    lov
    Participant

    Using the latest public Syphon QC Plugin, not the SVN one. Should I try to build?

    However, changing the size of the viewer (which also changes the rendering size) gives me change on the FPS. Around 512×384 is 60FPS, but changing a bit will drop to 30FPS without using Syphon too.

    #5243
    vade
    Keymaster

    Right, because its either a fill rate, or programmable pipeline issue using up the GPU cores. Adding additional operations are never “free”. Syphon tries its best to be as lightweight as possible, but sometimes a copy operation (and in the other client app, additional drawing) happens.

    Alas, not much we can do about that. But it seems like that comp in and of itself is borderline too heavy for whatever you are running it on.

    #5244
    lov
    Participant

    Indeed. Thanks for the help as always, I should do more testing next time before posting about issues 🙂

    #5779
    gtoledo3
    Participant

    I’m kind of surprised to think of that shader program as being very intense.

    On a non-Syphon note, try changing the depth parameter to something like 8~10 instead of the current. The lower that number, the less iterations of spheres will happen, and the fragment shader will tend to perform more quickly.

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