On Thu, Apr 16, 2015 at 7:43 PM, Björn Blissing bjorn.bliss...@vti.se
wrote:
That does not seem entirely correct, if you look at the values for running
without Vsync I have managed to get down to 4 ms and a mean of 14 ms. So I
guess that my screen has a scan out time of ~4ms and since I am
Hi again,
I also tried Roberts suggestion about using the trunk and
OSG_SYNC_SWAP_BUFFERS=ON.
To get better averages I took the measurements over 100 cycles:
Recorded data:
=
OSG 3.2.1 + Nvidia Defaults + VSync On:
min_latency = 59ms
max_latency = 65ms
mean_latency = 62ms
OSG Trunk
Hi Björn,
What happens when using use Custom NVidia settings and SYNC_SWAP_BUFFERS=ON ?
Robert.
On 17 April 2015 at 13:58, Björn Blissing bjorn.bliss...@vti.se wrote:
Hi again,
I also tried Roberts suggestion about using the trunk and
OSG_SYNC_SWAP_BUFFERS=ON.
To get better averages I
One major problem with the Intel drivers is that their products are
typically EOL'ed (end-of-lifed) three years after first release - at which
point they stop receiving driver updates (not even bug fixes).
You can see the problem with the integrated graphics in Intel's Sandy
Bridge chips
Hi Andreas,
What release of Intel drivers are you running?
I recently experienced issues with an application on various Dell
notebooks and Intel NUC barebones (all HD4000-based) where texts
printed with glRasterPos3 were not displayed at all with driver
release 8.x. Upgrading to release 9.x
I have 3D scene set up in osg, and I'm trying to use oculus rift to view the
scene. What I'm trying to do is calibrating an initial position using
makeLookAt and grabbing the rotation in order to focus the camera on a specific
spot of the scene;
The problem arises when I then attempt to stack
Hi Émeric,
thx for the respond and the idea ;)
My driver version is:
Intel(R) HD Graphics 4000
Driver Version: 10.18.10.3958
Operating System: Windows* 8.1 (6.3.9600)
Installed DirectX* Version: 11.2
Supported DirectX* Version: 11.0
Shader Version: 5.0
OpenGL* Version: 4.0
OpenCL* Version: 1.2
robertosfield wrote:
Hi Björn,
What happens when using use Custom NVidia settings and SYNC_SWAP_BUFFERS=ON ?
Robert.
Hi Robert,
The latency values for SYNC_SWAP_BUFFERS=ON and OFF where exactly the same for
the custom settings.
Regards
Björn
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Jan Ciger jan.ciger@... writes:
On Thu, Apr 16, 2015 at 3:33 PM, Christian Kehl Christian.Kehl at
uni.no wrote:
How do I make sure it uses the .a-files (static libraries) ?
Check whether you have any .so files generated for OSG. You shouldn't have
any, only .a libraries.
J.
Jan Ciger wrote:
That actually sounds odd, because the monitor will not refresh the image
faster than its fixed refresh rate. 4ms would require 250Hz refresh, I am not
aware of any commonly sold LCD that could go that fast. Even 120Hz ones are
quite rare. Are you sure it is not an
On Fri, Apr 17, 2015 at 1:57 PM, Björn Blissing bjorn.bliss...@vti.se
wrote:
Looking at this plot it seems like the latency times are varying according
to a pattern. My guess is that the screen runs asynchronously with the GPU.
That it certainly does. Modern LCDs are not tied to the
On Fri, Apr 17, 2015 at 1:26 PM, Christian Kehl christian.k...@uni.no
wrote:
checked - only .a files available. No shared objects/dynamic libraries
build, all static.
Then I am really at the end with ideas :( Perhaps Jordi will know what
could be going on there.
J.
On Fri, Apr 17, 2015 at 6:10 PM, Björn Blissing bjorn.bliss...@vti.se
wrote:
But my main point still stands; it is possible to record latencies that
are close to the scanout time of the screen with VSync Off (albeit for very
simple rendering).
Yes, but not consistently for every frame.
Jan Ciger wrote:
Yes, but not consistently for every frame. Assuming that each frame you are
drawing takes the same time, you need to get lucky for that to happen and
then the next frame is going to have a much higher latency.
Of course! I am certainly not claiming that hitting optimal
Jan Ciger wrote:
What happens is that sometimes your program gets lucky and tells the GPU to
swap buffers just in time before the start of the next frame - then you
have very little latency, because the change gets visible almost immediately
(modulo the input latency of the monitor
Hi Andreas,
I have pretty new Intel board on my laptop and got into few problems with
the StatsHandler - just accidentally I changed the threading model of the
Viewer and I got it back to normal. This is a hint no clue why it is
happening but maybe worth of try
cheers,
Nick
On Fri, Apr 17, 2015
Hi,
thx for the hint, sometimes they help ;). On my laptop it did not work, I tried
every Threadmodel I could find in the viewer. No changes.
But i realized that this error in fullscreen is just the lower 2/3 screen. In
the top 1/3 the object are fine.
I tried to update my driver, but intel
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