[Gambas-user] sdl Draw event overhead is killing frame rate

Benoît Minisini gambas at ...1...
Wed Jan 15 16:07:17 CET 2014


Le 15/01/2014 06:17, Kevin Fishburne a écrit :
> On 01/14/2014 10:19 PM, Benoît Minisini wrote:
>> Le 15/01/2014 03:33, Kevin Fishburne a écrit :
>>> I noticed a month or two ago that the frame rate on the server side of
>>> my game went from around 300 to 50. I assumed it was an OpenGL driver
>>> issue or that I'd added some really inefficient code. It appears this is
>>> not the case, but rather it seems the Draw event raised by opening a
>>> screen using SDL is executing some heavy (and hopefully unnecessary)
>>> lifting that it wasn't previously.
>>>
>>> I've attached a project which is essentially an empty SDL screen draw
>>> event loop that calculates a frame rate once per second and outputs the
>>> results to the console. Any idea what's going on here? Any empty loop on
>>> my reasonably modern PC and brand new video card running the binary
>>> NVIDIA drivers should be producing frame rates in the thousands, at least.
>>>
>> You must know that the event loop of the SDL library cannot be shared,
>> so you get instead a busy waiting loop that repeatedly checks SDL events
>> and calls one loop of the Gambas event loop with a 10 ms timeout.
>>
>> Each time that loop is run, the "Draw" event is raised. Unless you call
>> "Stop Event" during the Draw event handler, gb.sdl assumes that
>> something has be drawn, and so refreshes the window.
>>
>> Refreshing a window takes a lot of CPU, depending on its size and what
>> your window manager is.
>>
>> If the window is refreshed, your framerate may be limited by the GPU
>> (through the monitor vsync, which is emultated now on LCD monitors),
>> check that.
>>
>> If you call Stop Event, the Draw event will be called again and again
>> without refreshing, and so the CPU will be spent most of the time there.
>> Note that a small CPU time is given back to the OS then, so that not
>> 100% of the CPU is used.
>>
>> Just check the CPU usage and the framerate in the different cases (small
>> window, big window, with a 3D window manager, without...), and report!
>>
>
> That is interesting. I'm trying to wrap my head around it. My question
> at this point is if something changed on my system or in Gambas. I've
> tried this on two different PCs with two different video cards (with and
> without the binary NVIDIA driver and with vsync and desktop compositing
> disabled), and even ran the server code from several months ago with the
> same effect.
>
> I placed a "Stop Event" after the "Inc FPS_Frames" statement in the
> Screen_Draw procedure in the test project and it actually reduced the
> frame rate from 236 to 157. That's the opposite of what I would have
> expected based on your description of what is happening.
>
> I think I understand the logic. Basically, if stuff doesn't need to be
> drawn on screen, call "Stop Event" at the beginning of the Screen_Draw
> procedure (the SDL draw event) to avoid its unneeded overhead. It
> doesn't work as expected unfortunately (unless I'm too thick to
> understand what you're saying of course!).
>
> I just installed the mesa-utils and ran glxgears, which is reporting
> about 677 FPS at approximately 1920x1080. Running GambasGears at
> resolutions between 128x128 and 1920x1080 all produce a frame rate of
> 233. Running it with everything but the frame rate calculation removed
> from the Screen_Draw procedure produces a frame rate of 237 (similar to
> my test project), which I tested through resolutions between 128x128 and
> 1920x1080. BeastScroll's FPS maxes out at 227 FPS at any resolution.
>
> In order to see if it's something in Gambas or on my system I decided to
> try some native games using SDL and OpenGL. I installed OpenArena from
> the repositories and it runs around between 800 and 1000 FPS at 640x480
> and around 200-300 FPS at 1920x1080 with all settings on high. I
> installed Nexuiz and on default settings at 1920x1080 get between 150
> and 200 FPS, which is pretty damn good for Nexuiz.
>
> I think something funky is going on with gb.sdl at this point, as it
> seems to affect any SDL/OpenGL application including the example
> programs, while non-Gambas SDL/OpenGL applications achieve remarkable
> frame rates even under heavy load.
>
> I don't need Gambas to change, but some sort of documented workaround
> may be in order if I'm correct in my suspicions. All these tests were
> performed using NVIDIA driver 304.108 with vsync disabled on a GeForce
> GTX 650 with 1024 MB of VRAM in Kubuntu 13.04 ia64, latest daily Gambas
> build.
>

My problem is that nothing has changed for a long time in the way gb.sdl 
manages things...

Which version of Gambas do you use?

Can you make me a little project with something actually drawn and give 
me your stats if you call Stop Event, if you don't call it?

Can you try on your machine if you replace the NVIDIA driver by Nouveau?

Thanks!

-- 
Benoît Minisini




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