- I am having this problem with my MBP 2.53GHz, NVidia 9600M GT, and on my iMac 2.4GHz, ATI Radeon HD 2400 XT.Looks like you're hitting a case of the "NVidia's Drivers are sucktacularly bad, or QC has some magical code that only misfunctions on nvidia hardware" issue (this pops up from time to time, Apple is aware of the issue, the only workaround is get a different video card [not possible got MBPs]). I'm getting ~250 fps on my GMA950, so it's definitely not a difficult composition. A rare case of Old soundly beating New :)
Just kidding -- tested it on my MBP (nvidia also), and it's still puling 280-440 fps. I guess you mean the slight stall only (drops to ~55-65fps for me), as reported by the minimum fps mode reporter.
Those images should be vram. OpenGL Profile on an nvidia says that 97% of the gl time is spend in CGLFlushDrawable, while for other compositions I have it's much smaller (a few percent at worst). Not sure if that's significant, but it looks like it's capping the maximum framerate pretty severely.
Removing the image structure input, it doesn't really affect the performance (the minimum frame rate jumps a bit, but is still suffering), so it's not a texture problem. Removing more inputs doesn't really help either (so it's not a complex-graph-evaluation thing)
Ultimately: create a new composition, add a clear patch, add an iterator, add a sprite to the iterator, add a patch time to the enable input of the iterator (so we get it running, instead of a static composition), and then an fps, and you'll peak at about 90-100 fps (no image loading/texture swizzling/whatever). On my machine, that's only a few fps higher than textured for me, so perhaps iterators are the culprit?
-- [ christopher wright ] [email protected] http://kineme.net/
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