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Bug#572911:



On Fri, 2010-03-19 at 17:11 +0100, Brice Goglin wrote:
> The whole point is that glxgears reports something that is meaningless
> and we're trying to fight about it by hiding as much as possible all
> reports that show glxgears in big. Some distributions even hide the
> glxgears fps output by default because of this meaningless output.

glxgears is showing the same problem (very poor performance) as every
other application I've tested. How is that meaningless?

> The reason is: KMS sometimes synchronizes the commands it sends to the
> GPU with the vertical refresh rate. In this case, it just becomes
> impossible to see more fps than the refresh rate (ie 60fps for
> instance). Getting 8000fps from glxgears may just be impossible in the
> future. Measuring real FPS is a matter of using an application that uses
> the GPU so much that it will be slower than the refresh rate. So people
> use Quake or other complex 3D games to benchmark these.

AisleRiot gets ~15-30 FPS, which is terrible considering it's just a
solitaire game. armagetronad locks up the entire X display for seconds
at a time, leaving only a split second between lock-ups where the mouse
cursor can be moved.

> AisleRiot is probably a matter of 2D acceleration, which is another
> problem (likely related to DRM and EXA, but not related to OpenGL).
> x11perf might measure this properly, not sure how. I am not sure about
> ZSNES.

AisleRiot uses libclutter (and, therefore, OpenGL) for drawing. ZSNES
uses OpenGL as well. Both show very poor performance.

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