[Touch-packages] [Bug 1564721] Re: Unity8-dash render time is too high, causing frame skipping

2016-03-31 Thread Daniel van Vugt
It's worth noting that mako just sneaking under 16ms sounds good, but
also needs to do better. Because that still means it's using most of the
time available to render a frame. And if the system had to do anything
else at all during that time, you likely would take longer and miss a
frame.

** Also affects: canonical-devices-system-image
   Importance: Undecided
   Status: New

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Title:
  Unity8-dash render time is too high, causing frame skipping

Status in Canonical System Image:
  New
Status in unity8 package in Ubuntu:
  New

Bug description:
  Unity8-dash render time is too high, causing frame skipping

  On a 60Hz display you have 16.6ms per frame. So to keep things running
  smoothly your render time should be much lower than 16.6ms.

  $ restart unity8-dash MIR_CLIENT_PERF_REPORT=log 
MIR_CLIENT_FORCE_SWAP_INTERVAL=0
  $ tail -f ~/.cache/upstart/unity8-dash.log

  MAKO:

  [2016-04-01 11:38:54.086901] perf: : 69.00 FPS, render time 13.96ms, buffer 
lag 29.76ms (3 buffers)
  [2016-04-01 11:38:55.103637] perf: : 73.81 FPS, render time 13.00ms, buffer 
lag 27.33ms (3 buffers)
  [2016-04-01 11:38:56.111953] perf: : 67.46 FPS, render time 14.19ms, buffer 
lag 30.60ms (3 buffers)

  ARALE:

  [2016-04-01 11:41:43.467067] perf: : 52.31 FPS, render time 18.54ms, buffer 
lag 61.60ms (3 buffers)
  [2016-04-01 11:41:44.491750] perf: : 53.71 FPS, render time 18.01ms, buffer 
lag 37.43ms (3 buffers)
  [2016-04-01 11:41:45.504621] perf: : 55.33 FPS, render time 17.53ms, buffer 
lag 37.03ms (3 buffers)

  Note(1): I have used MIR_CLIENT_FORCE_SWAP_INTERVAL=0 because it works
  around a problem with the Android platform's
  MIR_CLIENT_PERF_REPORT=log being rounded up to the next frame
  interval. It also has the nice benefit of showing peak frame rate
  possible on a device (e.g. 69 FPS on mako above).

  Note(2): Yes you can use the same benchmark on 'unity8' instead of
  'unity8-dash' however the results will be inaccurate -- limited and
  rounded to whole frames due to bug 1369763.

  Note(3): This is all possibly related to bug 1494795.

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[Touch-packages] [Bug 1564721] Re: Unity8-dash render time is too high, causing frame skipping

2016-04-01 Thread Launchpad Bug Tracker
Status changed to 'Confirmed' because the bug affects multiple users.

** Changed in: unity8 (Ubuntu)
   Status: New => Confirmed

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Title:
  Unity8-dash render time is too high, causing frame skipping

Status in Canonical System Image:
  New
Status in unity8 package in Ubuntu:
  Confirmed

Bug description:
  Unity8-dash render time is too high, causing frame skipping

  On a 60Hz display you have 16.6ms per frame. So to keep things running
  smoothly your render time should be much lower than 16.6ms.

  $ restart unity8-dash MIR_CLIENT_PERF_REPORT=log 
MIR_CLIENT_FORCE_SWAP_INTERVAL=0
  $ tail -f ~/.cache/upstart/unity8-dash.log

  MAKO:

  [2016-04-01 11:38:54.086901] perf: : 69.00 FPS, render time 13.96ms, buffer 
lag 29.76ms (3 buffers)
  [2016-04-01 11:38:55.103637] perf: : 73.81 FPS, render time 13.00ms, buffer 
lag 27.33ms (3 buffers)
  [2016-04-01 11:38:56.111953] perf: : 67.46 FPS, render time 14.19ms, buffer 
lag 30.60ms (3 buffers)

  ARALE:

  [2016-04-01 11:41:43.467067] perf: : 52.31 FPS, render time 18.54ms, buffer 
lag 61.60ms (3 buffers)
  [2016-04-01 11:41:44.491750] perf: : 53.71 FPS, render time 18.01ms, buffer 
lag 37.43ms (3 buffers)
  [2016-04-01 11:41:45.504621] perf: : 55.33 FPS, render time 17.53ms, buffer 
lag 37.03ms (3 buffers)

  Note(1): I have used MIR_CLIENT_FORCE_SWAP_INTERVAL=0 because it works
  around a problem with the Android platform's
  MIR_CLIENT_PERF_REPORT=log being rounded up to the next frame
  interval. It also has the nice benefit of showing peak frame rate
  possible on a device (e.g. 69 FPS on mako above).

  Note(2): Yes you can use the same benchmark on 'unity8' instead of
  'unity8-dash' however the results will be inaccurate -- limited and
  rounded to whole frames due to bug 1369763.

  Note(3): This is all possibly related to bug 1494795.

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[Touch-packages] [Bug 1564721] Re: Unity8-dash render time is too high, causing frame skipping

2016-04-01 Thread kevin gunn
@duflu - just to double check, have you verified the actual refresh rate
config of arale screen/display?

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https://bugs.launchpad.net/bugs/1564721

Title:
  Unity8-dash render time is too high, causing frame skipping

Status in Canonical System Image:
  New
Status in unity8 package in Ubuntu:
  Confirmed

Bug description:
  Unity8-dash render time is too high, causing frame skipping

  On a 60Hz display you have 16.6ms per frame. So to keep things running
  smoothly your render time should be much lower than 16.6ms.

  $ restart unity8-dash MIR_CLIENT_PERF_REPORT=log 
MIR_CLIENT_FORCE_SWAP_INTERVAL=0
  $ tail -f ~/.cache/upstart/unity8-dash.log

  MAKO:

  [2016-04-01 11:38:54.086901] perf: : 69.00 FPS, render time 13.96ms, buffer 
lag 29.76ms (3 buffers)
  [2016-04-01 11:38:55.103637] perf: : 73.81 FPS, render time 13.00ms, buffer 
lag 27.33ms (3 buffers)
  [2016-04-01 11:38:56.111953] perf: : 67.46 FPS, render time 14.19ms, buffer 
lag 30.60ms (3 buffers)

  ARALE:

  [2016-04-01 11:41:43.467067] perf: : 52.31 FPS, render time 18.54ms, buffer 
lag 61.60ms (3 buffers)
  [2016-04-01 11:41:44.491750] perf: : 53.71 FPS, render time 18.01ms, buffer 
lag 37.43ms (3 buffers)
  [2016-04-01 11:41:45.504621] perf: : 55.33 FPS, render time 17.53ms, buffer 
lag 37.03ms (3 buffers)

  Note(1): I have used MIR_CLIENT_FORCE_SWAP_INTERVAL=0 because it works
  around a problem with the Android platform's
  MIR_CLIENT_PERF_REPORT=log being rounded up to the next frame
  interval. It also has the nice benefit of showing peak frame rate
  possible on a device (e.g. 69 FPS on mako above).

  Note(2): Yes you can use the same benchmark on 'unity8' instead of
  'unity8-dash' however the results will be inaccurate -- limited and
  rounded to whole frames due to bug 1369763.

  Note(3): This is all possibly related to bug 1494795.

To manage notifications about this bug go to:
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[Touch-packages] [Bug 1564721] Re: Unity8-dash render time is too high, causing frame skipping

2016-04-03 Thread Daniel van Vugt
Yes, the arale display is 60.72Hz as shown by 'mirout'. But that's also
irrelevant here as I'm using MIR_CLIENT_FORCE_SWAP_INTERVAL=0 to collect
peak numbers that are independent of the physical refresh rate.

More data points for the sake of comparison (also running under Unity8
on the same phones):

MAKO:
mir_demo_client_egltriangle (about the simplest and fastest client imaginable):
[2016-04-04 10:46:20.018850] perf: : 282.60 FPS, render time 2.43ms, buffer lag 
8.10ms (3 buffers)
[2016-04-04 10:46:21.023429] perf: : 332.66 FPS, render time 2.07ms, buffer lag 
6.98ms (3 buffers)
[2016-04-04 10:46:22.024222] perf: : 297.70 FPS, render time 2.32ms, buffer lag 
7.81ms (3 buffers)
mir_demo_client_eglplasma (a pathologically heavy fragment shader):
[2016-04-04 10:46:54.638567] perf: : 165.83 FPS, render time 4.78ms, buffer lag 
13.32ms (3 buffers)
[2016-04-04 10:46:55.644152] perf: : 161.19 FPS, render time 4.88ms, buffer lag 
13.79ms (3 buffers)
[2016-04-04 10:46:56.645983] perf: : 163.83 FPS, render time 4.84ms, buffer lag 
13.49ms (3 buffers)

ARALE:
mir_demo_client_egltriangle (about the simplest and fastest client imaginable):
[2016-04-04 10:25:12.224706] perf: : 245.26 FPS, render time 3.24ms, buffer lag 
8.98ms (3 buffers)
[2016-04-04 10:25:13.227914] perf: : 246.26 FPS, render time 3.21ms, buffer lag 
8.97ms (3 buffers)
[2016-04-04 10:25:14.231324] perf: : 244.26 FPS, render time 3.25ms, buffer lag 
9.02ms (3 buffers)
mir_demo_client_eglplasma (a pathologically heavy fragment shader):
[2016-04-04 10:26:35.991810] perf: : 90.81 FPS, render time 10.16ms, buffer lag 
22.90ms (3 buffers)
[2016-04-04 10:26:37.001922] perf: : 91.08 FPS, render time 10.10ms, buffer lag 
22.95ms (3 buffers)
[2016-04-04 10:26:38.004405] perf: : 90.81 FPS, render time 10.19ms, buffer lag 
22.84ms (3 buffers)

So this shows it's possible to render super-smooth graphics in a Unity8
client on mako and arale. Only unity8-dash is letting us down.

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You received this bug notification because you are a member of Ubuntu
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Title:
  Unity8-dash render time is too high, causing frame skipping

Status in Canonical System Image:
  New
Status in unity8 package in Ubuntu:
  Confirmed

Bug description:
  Unity8-dash render time is too high, causing frame skipping

  On a 60Hz display you have 16.6ms per frame. So to keep things running
  smoothly your render time should be much lower than 16.6ms.

  $ restart unity8-dash MIR_CLIENT_PERF_REPORT=log 
MIR_CLIENT_FORCE_SWAP_INTERVAL=0
  $ tail -f ~/.cache/upstart/unity8-dash.log

  MAKO:

  [2016-04-01 11:38:54.086901] perf: : 69.00 FPS, render time 13.96ms, buffer 
lag 29.76ms (3 buffers)
  [2016-04-01 11:38:55.103637] perf: : 73.81 FPS, render time 13.00ms, buffer 
lag 27.33ms (3 buffers)
  [2016-04-01 11:38:56.111953] perf: : 67.46 FPS, render time 14.19ms, buffer 
lag 30.60ms (3 buffers)

  ARALE:

  [2016-04-01 11:41:43.467067] perf: : 52.31 FPS, render time 18.54ms, buffer 
lag 61.60ms (3 buffers)
  [2016-04-01 11:41:44.491750] perf: : 53.71 FPS, render time 18.01ms, buffer 
lag 37.43ms (3 buffers)
  [2016-04-01 11:41:45.504621] perf: : 55.33 FPS, render time 17.53ms, buffer 
lag 37.03ms (3 buffers)

  Note(1): I have used MIR_CLIENT_FORCE_SWAP_INTERVAL=0 because it works
  around a problem with the Android platform's
  MIR_CLIENT_PERF_REPORT=log being rounded up to the next frame
  interval. It also has the nice benefit of showing peak frame rate
  possible on a device (e.g. 69 FPS on mako above).

  Note(2): Yes you can use the same benchmark on 'unity8' instead of
  'unity8-dash' however the results will be inaccurate -- limited and
  rounded to whole frames due to bug 1369763.

  Note(3): This is all possibly related to bug 1494795.

To manage notifications about this bug go to:
https://bugs.launchpad.net/canonical-devices-system-image/+bug/1564721/+subscriptions

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[Touch-packages] [Bug 1564721] Re: Unity8-dash render time is too high, causing frame skipping

2016-04-04 Thread Daniel van Vugt
** Description changed:

  Unity8-dash render time is too high, causing frame skipping
  
  On a 60Hz display you have 16.6ms per frame. So to keep things running
  smoothly your render time should be much lower than 16.6ms.
  
  $ restart unity8-dash MIR_CLIENT_PERF_REPORT=log 
MIR_CLIENT_FORCE_SWAP_INTERVAL=0
  $ tail -f ~/.cache/upstart/unity8-dash.log
  
  MAKO:
  
  [2016-04-01 11:38:54.086901] perf: : 69.00 FPS, render time 13.96ms, buffer 
lag 29.76ms (3 buffers)
  [2016-04-01 11:38:55.103637] perf: : 73.81 FPS, render time 13.00ms, buffer 
lag 27.33ms (3 buffers)
  [2016-04-01 11:38:56.111953] perf: : 67.46 FPS, render time 14.19ms, buffer 
lag 30.60ms (3 buffers)
  
  ARALE:
  
  [2016-04-01 11:41:43.467067] perf: : 52.31 FPS, render time 18.54ms, buffer 
lag 61.60ms (3 buffers)
  [2016-04-01 11:41:44.491750] perf: : 53.71 FPS, render time 18.01ms, buffer 
lag 37.43ms (3 buffers)
  [2016-04-01 11:41:45.504621] perf: : 55.33 FPS, render time 17.53ms, buffer 
lag 37.03ms (3 buffers)
  
  Note(1): I have used MIR_CLIENT_FORCE_SWAP_INTERVAL=0 because it works
  around a problem with the Android platform's MIR_CLIENT_PERF_REPORT=log
  being rounded up to the next frame interval. It also has the nice
- benefit of showing peak frame rate possible on a device (e.g. 69 FPS on
+ benefit of showing peak frame rate possible on a device (e.g. 73 FPS on
  mako above).
  
  Note(2): Yes you can use the same benchmark on 'unity8' instead of
  'unity8-dash' however the results will be inaccurate -- limited and
  rounded to whole frames due to bug 1369763.
  
  Note(3): This is all possibly related to bug 1494795.

-- 
You received this bug notification because you are a member of Ubuntu
Touch seeded packages, which is subscribed to unity8 in Ubuntu.
https://bugs.launchpad.net/bugs/1564721

Title:
  Unity8-dash render time is too high, causing frame skipping

Status in Canonical System Image:
  New
Status in unity8 package in Ubuntu:
  Confirmed

Bug description:
  Unity8-dash render time is too high, causing frame skipping

  On a 60Hz display you have 16.6ms per frame. So to keep things running
  smoothly your render time should be much lower than 16.6ms.

  $ restart unity8-dash MIR_CLIENT_PERF_REPORT=log 
MIR_CLIENT_FORCE_SWAP_INTERVAL=0
  $ tail -f ~/.cache/upstart/unity8-dash.log

  MAKO:

  [2016-04-01 11:38:54.086901] perf: : 69.00 FPS, render time 13.96ms, buffer 
lag 29.76ms (3 buffers)
  [2016-04-01 11:38:55.103637] perf: : 73.81 FPS, render time 13.00ms, buffer 
lag 27.33ms (3 buffers)
  [2016-04-01 11:38:56.111953] perf: : 67.46 FPS, render time 14.19ms, buffer 
lag 30.60ms (3 buffers)

  ARALE:

  [2016-04-01 11:41:43.467067] perf: : 52.31 FPS, render time 18.54ms, buffer 
lag 61.60ms (3 buffers)
  [2016-04-01 11:41:44.491750] perf: : 53.71 FPS, render time 18.01ms, buffer 
lag 37.43ms (3 buffers)
  [2016-04-01 11:41:45.504621] perf: : 55.33 FPS, render time 17.53ms, buffer 
lag 37.03ms (3 buffers)

  Note(1): I have used MIR_CLIENT_FORCE_SWAP_INTERVAL=0 because it works
  around a problem with the Android platform's
  MIR_CLIENT_PERF_REPORT=log being rounded up to the next frame
  interval. It also has the nice benefit of showing peak frame rate
  possible on a device (e.g. 73 FPS on mako above).

  Note(2): Yes you can use the same benchmark on 'unity8' instead of
  'unity8-dash' however the results will be inaccurate -- limited and
  rounded to whole frames due to bug 1369763.

  Note(3): This is all possibly related to bug 1494795.

To manage notifications about this bug go to:
https://bugs.launchpad.net/canonical-devices-system-image/+bug/1564721/+subscriptions

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[Touch-packages] [Bug 1564721] Re: Unity8-dash render time is too high, causing frame skipping

2016-04-07 Thread Pat McGowan
** Changed in: canonical-devices-system-image
   Importance: Undecided => High

** Changed in: canonical-devices-system-image
   Status: New => Confirmed

** Changed in: canonical-devices-system-image
 Assignee: (unassigned) => MichaƂ Sawicz (saviq)

-- 
You received this bug notification because you are a member of Ubuntu
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https://bugs.launchpad.net/bugs/1564721

Title:
  Unity8-dash render time is too high, causing frame skipping

Status in Canonical System Image:
  Confirmed
Status in unity8 package in Ubuntu:
  Confirmed

Bug description:
  Unity8-dash render time is too high, causing frame skipping

  On a 60Hz display you have 16.6ms per frame. So to keep things running
  smoothly your render time should be much lower than 16.6ms.

  $ restart unity8-dash MIR_CLIENT_PERF_REPORT=log 
MIR_CLIENT_FORCE_SWAP_INTERVAL=0
  $ tail -f ~/.cache/upstart/unity8-dash.log

  MAKO:

  [2016-04-01 11:38:54.086901] perf: : 69.00 FPS, render time 13.96ms, buffer 
lag 29.76ms (3 buffers)
  [2016-04-01 11:38:55.103637] perf: : 73.81 FPS, render time 13.00ms, buffer 
lag 27.33ms (3 buffers)
  [2016-04-01 11:38:56.111953] perf: : 67.46 FPS, render time 14.19ms, buffer 
lag 30.60ms (3 buffers)

  ARALE:

  [2016-04-01 11:41:43.467067] perf: : 52.31 FPS, render time 18.54ms, buffer 
lag 61.60ms (3 buffers)
  [2016-04-01 11:41:44.491750] perf: : 53.71 FPS, render time 18.01ms, buffer 
lag 37.43ms (3 buffers)
  [2016-04-01 11:41:45.504621] perf: : 55.33 FPS, render time 17.53ms, buffer 
lag 37.03ms (3 buffers)

  Note(1): I have used MIR_CLIENT_FORCE_SWAP_INTERVAL=0 because it works
  around a problem with the Android platform's
  MIR_CLIENT_PERF_REPORT=log being rounded up to the next frame
  interval. It also has the nice benefit of showing peak frame rate
  possible on a device (e.g. 73 FPS on mako above).

  Note(2): Yes you can use the same benchmark on 'unity8' instead of
  'unity8-dash' however the results will be inaccurate -- limited and
  rounded to whole frames due to bug 1369763.

  Note(3): This is all possibly related to bug 1494795.

To manage notifications about this bug go to:
https://bugs.launchpad.net/canonical-devices-system-image/+bug/1564721/+subscriptions

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