Good call... On the iterated mesh example I posted fps is totally different
(n/a in the Viewer, and around 5fps using the patch). I usually used to
think the Viewer was more accurate, but in this case (iterated OpenCL mesh),
I think the fps display reflects something closer to reality.

Going back through the other examples with the fps display patch, things are
basically consistent whichever I use (the fps patch or the Viewer both
reflect similar performance decreases).

-George Toledo

On Wed, Nov 4, 2009 at 5:43 PM, vade <[email protected]> wrote:

> Ive also noticed the FPS patch can offer very different results compared to
> what the FPS in the viewer reads. Not sure which to trust, but it seem like
> the viewer gives me more believable results to my eye.
>
>
> On Nov 4, 2009, at 5:38 PM, George Toledo wrote:
>
>
>
> On Wed, Nov 4, 2009 at 5:15 PM, Christopher Wright <[email protected]>wrote:
>
>>  Another test case that yields somewhat different results:
>>>
>>>> <2000lines.qtz>
>>>>
>>>
>>
>> Ahh, this is interesting - it's line based (not sprite based), so perhaps
>> it's a function of which consumers/renderers are inside?  curiouser and
>> curiouser... :)
>>
>
> Well, if you want to really get miffed, check this out (OpenCL Mesh
> iteration). I don't even get an fps reading on it, though changing iteration
> amounts obviously changes the apparent visual speed in the Viewer. Really
> odd. I can crank this thing up so that things even get a bit non responsive
> (I don't want to push into a freeze), and I *still* won't get an fps
> reading.
>
> -George Toledo
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