Thanks for the info Dennis, I'll take a look at your paper too. Just surprised 
the latency can be that much, but it really explains why glGet's are quite so 
awful!

Bruce
 
On Jun 28, 2010, at 11:38 AM, Bunfield, Dennis AMRDEC/AEgis wrote:

> Classification: UNCLASSIFIED
> Caveats: FOUO
> 
> Yes we found this through internal testing.  Nvidia later confirmed it.
> This isn't related to double or triple buffering either.  The pipeline
> as explained to me is similar to a break line in a car.  Everything
> works well unless you inject an air bubble into the brake line.  This
> would be similar to doing certain glGet's commands. The driver will tell
> the GPU to stop it's processing so that it can handle your glGet
> request. So for real-time programming you really need to be aware of
> this -- and don't do it --.  Depending upon the type of readback you are
> performing you will introduce a momentary lag in the system because the
> GPU has to stop everything it is doing to respond back to you.
> glReadPixels behaves a little differently as long as the pixel format
> aligns with the frame buffer format where the driver can just dma that
> framebuffer back to the cpu. If your pixel formats are not aligned you
> will get bad performance again, because the GPU will have to stop what
> it is doing and reformat the data to send back.
> 
> 
> -----Original Message-----
> From: osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bruce
> Wheaton
> Sent: Monday, June 28, 2010 12:46 PM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] OSG and vsync (UNCLASSIFIED)
> 
> On Jun 23, 2010, at 3:35 PM, Bunfield, Dennis AMRDEC/AEgis wrote:
> 
>> For Nvidia cards there is a built in 2 frames of latency.  So even
> after
>> your sync you won't see the image you updated come out the DVI until 2
>> render frames later.
> 
> Where does this information come from Dennis? Where is this delay
> happening? I doubt it's triple buffering, since the extra memory would
> have to be accounted for, and it makes tearing mostly impossible (as on
> the Mac).
> 
> So you believe the Gl command queue is buffered/delayed somewhere?
> Doesn't that have huge implications for things like glGet, making them
> impossible to use without at least halving the frame rate?
> 
> Bruce
> 
> 
> 
> 
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> Classification: UNCLASSIFIED
> Caveats: FOUO
> 
> 
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