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Thread: "New" OpenGL settings: Potential improvement vs. performance decrease - Worth it?

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    "New" OpenGL settings: Potential improvement vs. performance decrease - Worth it?

    We had some new options showing up in CCSM / OpenGL a few updates before the latest milestone. On my hardware (all Nvidia), I see no visual improvement and a 70% cut in gtkperf results. Disabling them gets my gtkperf results back to normal, a snappier desktop, a faster Dash and a reasonably cooler GPU (and no glitches I can detect).

    I'd like to know if others see improvement using these options.
    (IMO, it would be wise for owners of older / less powerful GPUs) to try disabling them if they experience a significant decrease in performance, a hotter GPU, fans running more than usual, etc).


    CCSM / OpenGL:

    Sync to VBlank (Old setting, of course, but now is enabled by default)
    The switch is apparently not working here. Switching it in nvidia-settings / OpenGL Settings works. Tested by switching in each interface and running glxgears. On or off, I get no visual improvement or problem, only a decrease of about 30% in gtkperf and a much less snappier desktop in general.

    Framebuffer Object (Enabled by Default)
    Here's the official description: "Render all frames indirectly using framebuffer objects (GL_EXT_framebuffer_object), if supported by the driver. Pros: Might be faster than the default buffer swapping method in some cases. Cons: This will come at the cost of (1) usually reduced graphics benchmark performance; (2) increased GPU resource consumption; and (3) possibly higher visible lag. Note: This feature is always on in OpenGL|ES builds such as ARM platforms".

    Vertex Buffer Object (Enabled by Default)
    Official description: "Render all graphics primitives using vertex buffer objects (GL_ARB_vertex_buffer_object), if supported by the driver. Pros: This provides higher graphics performance for some drivers. Cons: This is a new feature and may cause graphical problems. Note: This feature is always on in OpenGL|ES builds such as ARM platforms."

    Always use Buffer Swapping (Enabled by Default)
    Official description: "Use glXSwapBuffers to display every frame. This eliminates visible tearing with most drivers and dramatically improves visual smoothness. Automatically enabled when framebuffer_object is on".
    Regards,
    Effenberg

    EDIT: Just for reference, I'm not considering the impact of these options when indirect rendering via llvmpipe is used. I have tested using properly installed Nvidia drivers.
    Last edited by effenberg0x0; September 30th, 2012 at 06:19 PM.

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