Thanks for testing it out!  I just tested out a few different graphics 
drivers (NVidia, running on Ubuntu 14.04) and am getting different 
results--some seem to work just fine and run quite quickly.  Seems like 
it's not a Pyglet problem, then!

Best wishes,
Nick

On Tuesday, January 13, 2015 at 1:48:13 PM UTC+1, Filipe Varela wrote:
>
> Hi, this produces steady ~60fps on all windows on my mac. Running yosemite.
>
> Cheers
>
>
> On Sat, Jan 10, 2015 at 9:39 AM, Adam Bark <adam....@gmail.com 
> <javascript:>> wrote:
>
>> On 09/01/15 17:37, Nick Del Grosso wrote:
>>
>>> I'm writing an application in Pyglet that requires multiple windows to 
>>> be updated at high framerate.  Instead of rendering each window at 60 fps, 
>>> though, pyglet is alternating between the windows each time it wants to 
>>> render.  So, two windows render at 30fps, 3 windows at 20fps, etc.  This is 
>>> not a slowdown issue or anything--it happens even when there is nothing to 
>>> render inside the window (see test code below).
>>>
>>> Does anyone have suggestions on how to get back framerate on the 
>>> windows?  I think it has something to do with pyglet's clock or event 
>>> handler, but I haven't found yet how to fix it.  Thank you in advance, and 
>>> I look forward to being a part of the pyglet user community!
>>> __________________________________________
>>>
>>> import pyglet
>>>
>>> number_of_windows = 5
>>>
>>> windows = []
>>> for idx in range(0, number_of_windows):
>>>     #Create a window with multisampling (antialiasing)
>>>     windows.append(pyglet.window.Window(resizable=True, 
>>> fullscreen=False))
>>>
>>>
>>> def update(dt):
>>>     pass
>>> pyglet.clock.schedule_interval(update,1./120)
>>>
>>>
>>> for window in windows:
>>>     @window.event
>>>     def on_draw():
>>>         print(pyglet.clock.get_fps())  #Console outputs framerate.
>>> pyglet.clock.set_fps_limit(0)
>>>
>>> pyglet.app.run()
>>>
>>> _____________________________________________
>>>
>>>  Have you tried vsync=False in your calls to pyglet.window.Window? It 
>> looks like the problem could be that the first window waits for vsync, then 
>> the second window draws and waits for vsync, then the third and so on.
>>
>> HTH,
>> Adam.
>>
>>
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