My Mac's OpenGL profiler can collect the following statistics (which mean very little to me). If any of them mean anything, let me know, and I'll record.
Yes, the Mac's now use the switchable graphics cards, but it is not under user control. bufferFlipCount bufferSwapCount clientGLWaitTime command2DBytesPerSample commandBytesPerSample commandDVDBytesPerSample commandGLBytesPerSample context2DCount context2DSwitchCount contextClCount contextCLSwitchCount contextDVDCount contextDVDSwitchCount contextGLCount contextGLSwitchCount dataBufferCount dataBytesPerSample dvdTextureCount finish2DWaitTime finishAll2DWaitTime finishCLWaitTime finishDVDWaitTime finishGLWaitTime freeCommandBuffer2DWaitTime freeCommandBufferCLWaitTime freeCommandBufferDVDWaitTime freeCommandBufferGLWaitTime freeContextBuffer2DWaitTime freeContextBufferCLWaitTime freeContextBufferDVDWaitTime freeContextBufferGLWaitTime freeDataBufferWaitTime freeSurfaceSwapBufferWaitTime gartCacheBytes gartFreeBytes gartMapInBytesPerSample gartMapOutBytesPerSample gartSizeBytes gartUsedBytes GPU Core Utilization GPU Memory Allocation hardwareSubmitWaitTime hardwareWaitTime heapBlockWaitTime idctDataBufferCount IOSurfacePageInBytesPerSample IOSurfacePageOutBytesPerSample lastReadStamp removeFromGARTWaitTime submitStamp surfaceCopyInWaitTime surfaceCopyOutWaitTime surfaceCount surfacePageInBytesPerSample surfacePageOutBytesPerSample surfaceReadLockIdleWaitTime surfaceSetShapeIdleWaitTime surfaceWrtieLockIdleWaitTime swapBytesPerSample swapComplete2DWaitTime swapCompleteDVDWaitTime swapCompleteGLWaitTime systemUsedBytes textureCount texturePageInBytesPerSample texturePageInWaitTime texturePageOutBytesPerSample texturePageOutWaitTime textureWaitTime volatileSurfaceCount vramFeeBytes vramLargestFreeBytes vramUsedBytes GKD_IGGL_BLIT_SIZE_KB_eBlitRing GKD_IGGL_BLIT_SIZE_KB_eMainRing GKD_IGGL_RING_SUBMIT_eBlitRing GKD_IGGL_RING_SUBMIT_eMainRing GKD_IGGL_RING_SUBMIT_eMediaRing GKD_IGGL_TIMESTAMP_HAS_WAIT_eBlitRing GKD_IGGL_TIMESTAMP_HAS_WAIT_eMainRing linearBytes linearCount linearPages On Aug 30, 2012, at 9:34 PM, Ferdinand Majerech <kiithsa...@gmail.com> wrote: > It would be useful to get profiles for varying configs (especially Windows/Mac > with various GPUs, and Linux with NVidia binary drivers) > > I expect about 20-40% slowdown in GL2, ~10% up/down in GL1 compared to > previous code. GL1 is enabled by --safe-mode or if GL2 fails to > initialize > (e.g. on drivers without GL2 support). > > My profiles on AMD catalyst and open source, Nouveau and Intel (all > Linux) are consistent > > If you make any measurements, please specify CPU/GPU, resolution of > Stellarium window, drivers, FPS of previous and current code. Also > what is on the screen > (e.g. plugins enabled? just opened Stellarium?, etc.) > > Especially important are any cases where FPS drops unpredictably low - > this happened with Pulsars before, but was fixed since. > > > Ferdinand Majerech > > On 8/31/12, Timothy Reaves <trea...@silverfieldstech.com> wrote: >> This is complete. For those who may have not received the other >> comments, >> I'll repeat them here. I'm worried about the performance of this code. On >> my machine: >> - SSD (No HDD) >> - 16 GB memory >> - NVidia GeForece GT 650M with 1G memory >> - Quad core 2.6 GHz Intel Core i7 >> >> the code is about 20% of the performance of the old code. So from just over >> 75FPS to around 20FPS. Even in safe-mode, which is still OpenGL 1.0, it is >> only 30% (about 24FPS). This is hugely degraded FPS performance, and yes, >> it is very noticeable at an interaction level. >> >> Ferdinand has not experienced this dramatic of a performance hit on his >> development machine. Fabien has seen this code, and approved it. >> >> Please have a look, and report your findings. >> >> Thanks. >> ------------------------------------------------------------------------------ >> Live Security Virtual Conference >> Exclusive live event will cover all the ways today's security and >> threat landscape has changed and how IT managers can respond. Discussions >> will include endpoint security, mobile security and the latest in malware >> threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ >> _______________________________________________ >> Stellarium-pubdevel mailing list >> Stellarium-pubdevel@lists.sourceforge.net >> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel >> > > ------------------------------------------------------------------------------ > Live Security Virtual Conference > Exclusive live event will cover all the ways today's security and > threat landscape has changed and how IT managers can respond. Discussions > will include endpoint security, mobile security and the latest in malware > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > _______________________________________________ > Stellarium-pubdevel mailing list > Stellarium-pubdevel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Stellarium-pubdevel mailing list Stellarium-pubdevel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel