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QOpenGLWidget VSync

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  • M mcleary
    17 Feb 2020, 19:23

    Have you tried to use two or maybe four widgets to see if the relation between number of widgets and fps is linear?

    Another suggestion would be to use the MSVC version just to rule out the toolchain as the problem.

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    rtavakko
    wrote on 18 Feb 2020, 00:33 last edited by
    #5
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      rtavakko
      wrote on 19 Feb 2020, 20:32 last edited by
      #6

      @mcleary It looks like I'm having the same issue as the original thread I posted but what I'm seeing is refresh rate divided between windows that contain widgets. The details of my setup and testing are:

      • QT GUI application with 3 QOpenGLWidgets (derived class called Display) as children of the main window (part of the designer form); these are used as preview widgets for textures produced by an FBO
      • 1 QOpenGLWidget as a child of the main window; this renders 3 textures in an FBO and sends them out to the preview displays
      • 1 QOpenGLWidget as part of the designer form of a QDialog window (not a child of the main window); this displays one of the textures above and is

      It seems that the refresh rate is divided between the 3 preview widgets (counted as one, since reducing their number does not improve fps until they are taken out completely), the renderer widget and the output widget. When the preview widgets are taken out, the fps of the output display is 30. The renderer widget is getting the other 30 it seems.

      So it looks like refresh rate is divided between the top windows with the renderer being considered a top window somehow even though its a child of the main window.

      I am super confused at this point.

      Either way what I'm trying to do is share a context between 2 top level windows. If anyone has any advice on how to correctly do this I would appreciate that.

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        rtavakko
        wrote on 23 Feb 2020, 16:29 last edited by
        #7

        Any thoughts on this guys? I've verified the same thing on my machine with various QT OpenGL examples. The top level windows divide the refresh rate between them. If I have two QMainWindows for example, each will render at 30 fps with the default 60 Hz refresh rate. Each one can have many child widgets all running at the same 30 fps rate.

        I have a feeling I will need to create a context for each top level window. Any thoughts on how and where (in main?) to do this. Does the top level window need to be a QWindow for this to work?

        Cheers!

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        • M Offline
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          mcleary
          wrote on 24 Feb 2020, 19:40 last edited by
          #8

          Unfortunately I also don't know how to proceed and would need to see the application. Could you share one of the examples you mentioned?

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            rtavakko
            wrote on 25 Feb 2020, 00:53 last edited by
            #9

            Sure. I modified the qopenglwindow and qopenglwidget example adding an extra window. Qopenglwidget is easier to do since it displays framerate and also you can add child widgets on the fly.

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              mcleary
              wrote on 25 Feb 2020, 10:22 last edited by
              #10

              I'll see if I can try it today. Will report back.

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                mcleary
                wrote on 25 Feb 2020, 19:19 last edited by mcleary
                #11

                Is it that what you're talking about? As you can see, all widgets are running at 60fps.

                Capture.PNG

                R 1 Reply Last reply 25 Feb 2020, 20:43
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                • M mcleary
                  25 Feb 2020, 19:19

                  Is it that what you're talking about? As you can see, all widgets are running at 60fps.

                  Capture.PNG

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                  rtavakko
                  wrote on 25 Feb 2020, 20:43 last edited by rtavakko
                  #12

                  @mcleary Thanks for trying it, thats exactly it! I added a second top level window in main and that caused the framerate for both winows and their child widgets to be divided in half.

                  I just finished modifying the contextinfo example also creating two RenderWindow objects contained by two QWidgets in a single window and the two render at the correct 60 Hz refresh rate since each has a separate context. I think that's what I'll need to do but I'm not sure if this just my machine or its Windows or its just the way it is overall.

                  M 1 Reply Last reply 26 Feb 2020, 10:10
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                  • R rtavakko
                    25 Feb 2020, 20:43

                    @mcleary Thanks for trying it, thats exactly it! I added a second top level window in main and that caused the framerate for both winows and their child widgets to be divided in half.

                    I just finished modifying the contextinfo example also creating two RenderWindow objects contained by two QWidgets in a single window and the two render at the correct 60 Hz refresh rate since each has a separate context. I think that's what I'll need to do but I'm not sure if this just my machine or its Windows or its just the way it is overall.

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                    mcleary
                    wrote on 26 Feb 2020, 10:10 last edited by
                    #13

                    @rtavakko I also tried creating a new top level window but I still have no problems. Hopefully you can find the problem

                    R 1 Reply Last reply 26 Feb 2020, 16:07
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                    • M mcleary
                      26 Feb 2020, 10:10

                      @rtavakko I also tried creating a new top level window but I still have no problems. Hopefully you can find the problem

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                      rtavakko
                      wrote on 26 Feb 2020, 16:07 last edited by rtavakko
                      #14

                      @mcleary Thanks again for trying it! I also ran the same code with two top level widgets on another PC and it worked ok so I'm guessing this is something with my laptop. I'm not sure if its still recommended to give each OpenGL widget its own context to make sure the code runs the same way on different PCs.

                      M 1 Reply Last reply 27 Feb 2020, 09:26
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                      • R rtavakko
                        26 Feb 2020, 16:07

                        @mcleary Thanks again for trying it! I also ran the same code with two top level widgets on another PC and it worked ok so I'm guessing this is something with my laptop. I'm not sure if its still recommended to give each OpenGL widget its own context to make sure the code runs the same way on different PCs.

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                        mcleary
                        wrote on 27 Feb 2020, 09:26 last edited by
                        #15

                        @rtavakko If you absolutely need to share the contexts then I guess you should try to find the problem with your laptop. Which graphics processor do you have on the laptop? Is the driver updated?

                        R 1 Reply Last reply 27 Feb 2020, 11:28
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                        • M mcleary
                          27 Feb 2020, 09:26

                          @rtavakko If you absolutely need to share the contexts then I guess you should try to find the problem with your laptop. Which graphics processor do you have on the laptop? Is the driver updated?

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                          rtavakko
                          wrote on 27 Feb 2020, 11:28 last edited by
                          #16

                          @mcleary Good point. I updated the drivers recently (about a month ago). My laptop specs are:

                          GPU: GeForce GTX 950M
                          OS + Driver: Windows 10, driver NVIDIA 4.5.0 385.54
                          Qt version: 5.12.0 MINGW (64 bit)

                          I also have an Intel HD Graphics 530 (NVIDIA Optimus tech) for the built-in display which may have something to do with this. I've set my GTX 950M for OpenGL rendering and as the high-performance card. I'll dig a little deeper to see what could be the issue and update the thread.

                          M 1 Reply Last reply 27 Feb 2020, 11:39
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                          • R rtavakko
                            27 Feb 2020, 11:28

                            @mcleary Good point. I updated the drivers recently (about a month ago). My laptop specs are:

                            GPU: GeForce GTX 950M
                            OS + Driver: Windows 10, driver NVIDIA 4.5.0 385.54
                            Qt version: 5.12.0 MINGW (64 bit)

                            I also have an Intel HD Graphics 530 (NVIDIA Optimus tech) for the built-in display which may have something to do with this. I've set my GTX 950M for OpenGL rendering and as the high-performance card. I'll dig a little deeper to see what could be the issue and update the thread.

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                            mcleary
                            wrote on 27 Feb 2020, 11:39 last edited by
                            #17

                            @rtavakko You could also try the MSVC build of Qt. I don't know if you are willing to install Visual Studio just to test this but it might be worth a shot.

                            R 1 Reply Last reply 27 Feb 2020, 16:09
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                            • M mcleary
                              27 Feb 2020, 11:39

                              @rtavakko You could also try the MSVC build of Qt. I don't know if you are willing to install Visual Studio just to test this but it might be worth a shot.

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                              rtavakko
                              wrote on 27 Feb 2020, 16:09 last edited by
                              #18

                              @mcleary I tried the QT MSVC 2017 compiler with the same results. My Optimus setup has betrayed me before...

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                                Patterson
                                wrote on 9 Mar 2020, 08:26 last edited by Patterson 3 Nov 2020, 08:53
                                #19

                                Could you provide more details of your issue, such as screenshot of FPS, Monitor type, and the application you run. Note there are a set of applications can override v-sync settings in-app McDVOICE

                                R 1 Reply Last reply 9 Jun 2020, 00:55
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                                • P Patterson
                                  9 Mar 2020, 08:26

                                  Could you provide more details of your issue, such as screenshot of FPS, Monitor type, and the application you run. Note there are a set of applications can override v-sync settings in-app McDVOICE

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                                  rtavakko
                                  wrote on 9 Jun 2020, 00:55 last edited by
                                  #20

                                  @Patterson sure, I will get more details on this and post here

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                                    riyana
                                    Banned
                                    wrote on 19 Dec 2020, 08:26 last edited by
                                    #21
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                                      rtavakko
                                      wrote on 13 Jan 2021, 21:05 last edited by
                                      #22

                                      @mcleary @Patterson

                                      Its been a long time since this thread was started but I think it makes sense to post the updates here. I put together a basic project with native OpenGL and also using Qt's QOffscreenSurface and QWindow classes.

                                      The github repository can be found here:

                                      https://github.com/rtavakko/VSync

                                      In this setup there is a single renderer that render to an FBO texture using its own thread and 3 display windows that share the GUI thread with all of them sharing OpenGL contexts together.

                                      On my machine I see a clear lag with VSync on when there are 2 or more display windows. Turning VSync off clears the lag. The calcualted FPS values do not indicate any issues in either case which doesn't help but I see a clear difference when I start the application with say 2 displays and then close one of them.

                                      I have my internal laptop display and an RCA RT1970 (both running at 1920x1080 - 60Hz) and both connected to my integrated Intel HD 530 GPU. My discrete GPU is an NVIDIA GeForce GTX 950M and I'm running Qt 5.12.0 MSVC2017 64 bit.

                                      I'll dig in further myself also with other machines but if anyone has any ideas on what could be causing this, it would really help debug further.

                                      Cheers!

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                                        Mylincoln Portal
                                        Banned
                                        wrote on 24 Sept 2021, 08:13 last edited by
                                        #23
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                                          liamerickson
                                          Banned
                                          wrote on 4 Feb 2022, 11:22 last edited by liamerickson 2 Apr 2022, 11:23
                                          #24
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