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sync paint updates to the video #981
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2015-09-14 12:08:00: antoine uploaded file
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The patch above attempts to implement this feature, but doesn't seem to be making things better... maybe worse if anything!? |
Maybe we should set the minimum video batch delay to match the vrefresh rate in this case? |
2015-10-16 18:02:50: antoine uploaded file
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r10879 added an app which can easily generate 100fps: [/browser/xpra/trunk/src/tests/xpra/test_apps/fps.py]. The good news is that the server code quickly finds the best refresh rate (60Hz on my system). With the "fps" example, the time is usually in the 12 to 15ms range, with only the occasional value below 10ms, very rarely below 5ms. We almost never miss a vblank. |
According to this: NVidia OpenGL env variables, See also #386 |
2016-06-10 14:08:51: antoine uploaded file
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Following the work on #1218, here's an updated patch and a better understanding of the problems with it: r12778 shows how many rectangles we paint when we swap the opengl buffers, and whenever we paint video with other screen updates there is a long delay preceding it because it all takes too long to process.
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2016-06-10 16:12:49: antoine uploaded file
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2016-06-10 16:27:16: antoine uploaded file
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r12778 + r12779 make it easier to see the timing of screen updates. With the latest patch above, I find that screen updates are A LOT smoother without the sync flush code.. which is the opposite of what would be expected. Note: r12780 sends the non-video updates in the same call to send_delayed_regions if they're close to being due, which helps a bit. Maybe this needs to be tested with a higher fps video, or a low fps monitor? (or both) |
Follow up from #792.
Painting all the updates together helps, allows us to reach a higher framerate, but we should not have to slow down displaying the video region just because there are other paint events coming through.
We should send those with a higher flush value and rely on the video paint to flush everything.
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