Re: Quake performance SGI vs Sun

From: joe smith (rapu_at_ra73727uashduashfh.org)
Date: 04/05/04

  • Next message: Barbie LeVile: "Re: Is the SCSI card not-working, or the autoloader dead ??"
    Date: Mon, 5 Apr 2004 20:14:15 +0300
    
    

    > The latency is the time between rendering the frame and displaying it.
    > With double buffering, once a frame has been rendered it can be
    > displayed immediately. With multibuffering, the pending frame(s) must be
    > displayed before the frame you just rendered so the latency is
    > increased. Multibuffering does increase the rate at which frames can be
    > displayed but at the expense of greater latency (i.e. slower response
    > times).

    That's what I am trying to explain here. Definitely, if you update
    simulation at the time the previous frame is pending display, and we start a
    new frame, it will be displayed 1.0 + n frames from now, where n is a value
    between eps and 1.0-eps, which is the time until the previously rendering
    frame is fully diplayed and the graphics context is freed.

    No magic there. You claim that the latency is 'smaller', when we wait extra
    time between eps and 1.0-eps frames before we update our simulation. This
    time is latency itself, is it not? If user gives input between this time
    period, when will the results be visualized? If more 'recent' user input is
    visualized, then it can be said there is 'no latency', but this is illusion
    and misleading at best, with triple buffering, in worst case, we get
    precisely the same latency as with double buffering when we know what we are
    doing - this is a VERY important part. ;-)

    How you think simulations sample the input devices? Do they take snapshot at
    specific time, or do they sample continuously over time and average? How you
    do 'simulate' continuousness of reality with fixed timesteps? For games it
    is adequate to sample once, not continuously and compute the average, is it
    not a game we are talking about here? If it is critical for you when the
    sampling is done from the input device(s) it gives out one thing about the
    approach you propose: fixed time, single-sample input. For instance, if we
    have a stick on airplane, you sample the two axis of the stick at specific
    time and that's it. This is only extrapolation from your stance on the
    latency issue, feel free to correct any possible misconception.

    With triple buffering the graphics context is freed earlier. On a fillrate
    limited systems such as SGI's it would be very advantageous if you could
    clear the framebuffer *1) as early as possible, to delay the rendering of
    the simulation / feedback based portions of the frame to as late as
    possible, so that the "delay" would be minimized. If the SGI's are fillrate
    limited, there seems to be no disagreement about this (?) triple buffering
    would be a great help, even when doing simulation work, would it not? For me
    this is plain obvious, isn't it for you?

    *1) Clearing the color and depth buffers can be avoided if specific
    conditions are met.


  • Next message: Barbie LeVile: "Re: Is the SCSI card not-working, or the autoloader dead ??"

    Relevant Pages

    • Re: Quake performance SGI vs Sun
      ... The latency is the time between rendering the frame and displaying it. ...
      (comp.sys.sun.hardware)
    • Re: double buffering
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