The glGet problem is totally separate from the HW latency and causes your 
rendering to become non-deterministic in that it may drop frames when frame 
locking to a specified rate.  The HW latency is deterministic, which is a good 
thing because knowing that our sims can adjust accordingly. We have tested the 
latency from the quadro 5500 through the 5800.  We have not tested any of the 
new fermi-based cards yet. The reason they have the latency is to optimize the 
pipeline and increase frame rate performance.  So at this point, I do not 
expect fermi-based cards to be any different.  Latency will be first thing we 
test when we get our hands on a Quadro 6000 later this year.

________________________________

From: osg-users-boun...@lists.openscenegraph.org on behalf of Buckley, Bob CTR 
MDA/DES
Sent: Fri 8/6/2010 6:02 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG and vsync (UNCLASSIFIED)



Whom at nVidia confirmed this built in latency and for what product 
line?Inserting a glGet is inducing latency, not something built in.

Bob

-----Original Message-----
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bunfield, 
Dennis AMRDEC/AEgis
Sent: Monday, June 28, 2010 12:39 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG and vsync (UNCLASSIFIED)

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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g
Classification: UNCLASSIFIED
Caveats: FOUO


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