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.
>> ------------------------------------------------------------------------------
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>> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel
>> 
> 
> ------------------------------------------------------------------------------
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> 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/
> _______________________________________________
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> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel


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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/
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