[Bug 139107] Re: OpenGL uses 100% CPU without Sync To VBlank

2008-01-19 Thread UK-sHaDoW
By the way, just because it using a higher percentage of cpu, its not really bad thing. If the same game running at 50% or 100%, the game with 100% usage would be getting a lot more fps, with the trade off of hogging the cpu off other applications. -- OpenGL uses 100% CPU without Sync To VBlank

[Bug 139107] Re: OpenGL uses 100% CPU without Sync To VBlank

2008-01-19 Thread UK-sHaDoW
That has nothing to do kernel optimization. The game has to be core aware in the game code to be able to utilize the second core. Otherwise it can only use 1 core instead of the whole 2. 1 is half of 2, so the game will only be able to use 50% throughput. Only really new games are core aware(Mul

[Bug 139107] Re: OpenGL uses 100% CPU without Sync To VBlank

2008-01-19 Thread UK-sHaDoW
It does on my windows xp install, if its a simple opengl app. basically its looping like this while(1) { //Some code } which if you've ever done programming you would know put cpu utilization at 100% and possibly makes the system unresponsive. A quick way to test this is to put "while true; do

[Bug 174791] Re: OpenGL apps consume 100% of CPU on nVidia

2008-01-19 Thread UK-sHaDoW
100% cpu usage is normal. The idea is that iterates the rendering loop as fast possible. The faster gpu can render, the more cpu will be utilized, since cpu waits on gpu to finish rendering each frame. Wait time is not included in cpu utilization, because while it is waiting it will be used for

[Bug 139107] Re: OpenGL uses 100% CPU without Sync To VBlank

2008-01-19 Thread UK-sHaDoW
100% cpu usage is normal. The idea is that iterates the rendering loop as fast possible. The faster gpu can render, the more cpu will be utilized, since cpu waits on gpu to finish rendering each frame. Wait time is not included in cpu utilization, because while it is waiting it will be used f