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fullscreen versus windowed
Hey all,
I have recently implemented my performance counter class to work out what
kind of frame rate i am running. I was quite surprised to find that in
window mode I get about 91 fps, but in fullscreen it drops to about 58. is
this normal/expected, and if not, how can I fix it; what might be the causes
of the problem. thanks for any help!
david francis
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David
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11/2/2004 7:49:25 AM |
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> Hey all,
> I have recently implemented my performance counter class to work out what
> kind of frame rate i am running. I was quite surprised to find that in
> window mode I get about 91 fps, but in fullscreen it drops to about 58. is
> this normal/expected, and if not, how can I fix it; what might be the
causes
> of the problem. thanks for any help!
> david francis
are you changing the resolution when going fullscreen?
maybe you have 60Hz set for the resolution you're using for
fullscreen... (vsync)
--
Poison64
http://www.poison64.prv.pl/
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poison64
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11/2/2004 8:51:56 AM
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poison64 wrote:
>>Hey all,
>>I have recently implemented my performance counter class to work out what
>>kind of frame rate i am running. I was quite surprised to find that in
>>window mode I get about 91 fps, but in fullscreen it drops to about 58. is
>>this normal/expected, and if not, how can I fix it; what might be the
>
> causes
>
>>of the problem. thanks for any help!
>>david francis
>
>
> are you changing the resolution when going fullscreen?
> maybe you have 60Hz set for the resolution you're using for
> fullscreen... (vsync)
>
Are you using direct rendering? If rendering is happening in software it
follows that your frame rate will depend on the number of pixels being
rendered.
Having said that, I tried this myself (glxgears). I have direct
rendering and, well, I get something like 1000fps in a small window
(whatever glxgears' default is), but just 161fps at full screen.
Experts - why is this?
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Daniel
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11/2/2004 6:19:00 PM
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Daniel Sperka wrote:
> Are you using direct rendering? If rendering is happening in software it
> follows that your frame rate will depend on the number of pixels being
> rendered.
>
> Having said that, I tried this myself (glxgears). I have direct
> rendering and, well, I get something like 1000fps in a small window
> (whatever glxgears' default is), but just 161fps at full screen.
>
> Experts - why is this?
Why would hardware rendering be independent of the frame buffer size?
Even your GPU has to draw every single pixel of it. Increasing the frame
buffer does not increase the load on the vertex stage, but the
rasterization stage has to deal with it in both hardware and software
renderers.
Malte
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Malte
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11/2/2004 8:42:12 PM
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Daniel Sperka wrote:
>
> Having said that, I tried this myself (glxgears). I have direct
> rendering and, well, I get something like 1000fps in a small window
> (whatever glxgears' default is), but just 161fps at full screen.
>
> Experts - why is this?
Ummm...because it has to do more work drawing
the polygons.
--
<\___/> For email, remove my socks.
/ O O \
\_____/ FTB. The Cheat is not dead!
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fungus
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11/2/2004 9:32:11 PM
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