I was part of that prior discussion, and my take-home message was a little different -- OpenGL-based games and benchmarking suggests the NVIDIAs are faster than the ATIs (as one would expect, otherwise why would Apple have bothered changing?), but there's something particular to QuartzComposer that suffers on the NVIDIA chips. So, my conclusion was that it wasn't the OpenGL drivers, but QC that was the problem.
Sharking QC under Adrian's example shows an excessive amount of cpu time (24.4%) spent in libjpeg -- but only when the second, solid sprite composition is running (which should introduce no additional jpeg decode load by itself). QCCache (an internal class) also goes up to 7.6%, on some kind of resource recycle/rest thing. So it could possibly be a "bug" in QC, in that recycling resources somehow is ridiculously more expensive on nv hardware, but I still feel that it's a problem with the drivers (i.e. indicating that they need to reload resources more often than actually necessary, or that they have much less texture cache than they really do, or something to that effect), since it's still limited to this one manufacturer, and it's spanned chipsets (I think -- 8xxx vs 9xxx might not have been so big a change?) -- neither intel (gma950 - x3100) nor ATI (x1600 - whatever the current model is) have had this problem at any point that I'm aware of (though they each have their own quirks, in different areas).
Perhaps someone can shark it under a non-nvidia machine (with both running, and with just the jpeg sprite one running), and see what the characteristics look like on different hardware (I could do gma950, if anyone's still interested in that piece of history :)
-- [ christopher wright ] [EMAIL PROTECTED] http://kineme.net/
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