Be aware that QC framerate is synced with the monitor refresh rate.
That means that if it can't keep up at the monitor's refresh of 60fps
it's going to drop to the next multiple of two: 30fps. Or if the
composition is running pretty good at 30 then something hits the CPU
and it has to drop 5 frames so it can actually handle 25fps, it will
draw at 15fps because of the refresh sync.
There are ways to make it draw as fast as possible without the sync in
your own application, but the Quartz Composer app doesn't support*
that. It would likely cause tearing in the rendering where only half
the frame was updated before put on screen.
If you want to read more about this, google for NSOpenGLCPSwapInterval
On Feb 23, 2009, at 10:07 AM, Jason Belec wrote:
I ran this under latest Leopard on MacBookPro 17" CoreDuo 2GB RAM
and had 29.0-29.9 FPS consistently varying between these values -
BUT, every now and then, without anything else being done I would
see a drop to about 15 FPS then right back up. I also noticed a
small stutter between images that can be exasperated easily by
increasing the size, specifically the width quite a bit. I think a
buffer is needed or pre-load and attach images as a single image (or
a few) and roll it as they scroll across the screen.
--
Jason Belec
On 23-Feb-09, at 12:47 PM, Dimitri Delcourt wrote:
Christopher,
could it be that one of your magic plugins is secretly handling the
rendering?
on my MBP the fps is lounging between 58 and 15, and funnily enough
i have serious jitters.
I wouldn't mind if it stayed around 30 fps or even 20 fps if it
stayed constant —
But even if i cap the rendering to 20 fps in the preferences, I'm
experiencing different rendering speeds over time (even in the
course of a second), the GPU seems to stall, become more fluid,
stall again.
I'll test further according to your tips and report, I really need
to get this going on 3 screens pretty soon!
Thanks for the time!
dimitri
On 23 févr. 09, at 15:52, Christopher Wright wrote:
- 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/
.......
Dimitri Delcourt
Graphiste indépendant
C/o C-Side
Rue de la Coulouvrenière 8
CH - 1204 Genève
T + 41 78 843 76 04
[email protected]
.......
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