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gentooP4
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Joined: 20 Sep 2010
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PostPosted: Sat Mar 17, 2012 8:56 am    Post subject: 60 FPS? Is this bad? Reply with quote

Hello all,

On running glxgears it says I'm only getting 60.000 FPS. I was reading this website, http://www.cyberciti.biz/faq/linux-test-my-graphical-performance and it was indicating I should be seeing 6000.000

My system is 8GB RAM on an Intel i7 2600K using the inbuilt graphics.

The only reason I'm looking into this is I was running some games for my son (Trigger Rally,etc) and they seemed sluggish compared to my old Pentium 4 box with an NVIDIA 6800 card.

Thanks
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megabaks
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PostPosted: Sat Mar 17, 2012 9:06 am    Post subject: Reply with quote

Code:
Running synchronized to the vertical refresh. The framerate should be
approximately the same as the monitor refresh rate.
do you understand?
use
Code:
vblank_mode=1 glxgears
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maltinator
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PostPosted: Sat Mar 17, 2012 10:32 am    Post subject: Reply with quote

to make megabaks comment more readable: You will always get 60fps regardless of graphics power if the output is synced to vertical refresh, i.e. one frame for every refresh of your output device (if your monitor had a different refresh rate this would be shown)

so you can disable this behaviour with the code megabaks posted
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Gusar
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PostPosted: Sat Mar 17, 2012 10:39 am    Post subject: Reply with quote

Glxgears is not a benchmark. The number is spits out is meaningless. No "if"s or "but"s about it. It's meaningless. The scene it draws is so simple, it has nothing whatsoever to do with *actual* 3d usage.
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Splink
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PostPosted: Sat Mar 17, 2012 5:01 pm    Post subject: Reply with quote

does your card have an opengl interface at all?

Also are there different drivers from the default x11 ones for your card too?

if you do an "eselect opengl list" what options do you get ?
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gentooP4
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PostPosted: Sat Mar 17, 2012 10:24 pm    Post subject: Reply with quote

Using the revised command suggested by megabaks and clarified by maltinator - I'm getting figures in the 5548.392 region thanks

Splink please see below
Code:
Available OpenGL implementations:
  [1]   xorg-x11 *


From what I can tell all seems OK, but maybe I need to find a true benchmark
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Splink
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PostPosted: Sun Mar 18, 2012 9:45 am    Post subject: Reply with quote

ahhh ok.

That means that you are using the standard x11 interface so your card for glx gears will only render it at a certain speed. I have a nvidia card here and I can use the nvidia opengl interface and I get the following:

Code:
24640 frames in 5.0 seconds = 4927.898 FPS


But as said, glxgears is not a direct reference to FPS at all, however the x11 drivers will not render as fast as a custom interface which is using a driver which access the opengl stack. A good way to find out what implementation of opengl you are using and what commands are supported by the driver is to just do
Code:
glxgears -info


This is a post from my nvidia card:

Code:
GL_RENDERER   = GeForce 9700M GT/PCIe/SSE2
GL_VERSION    = 3.3.0 NVIDIA 295.20
GL_VENDOR     = NVIDIA Corporation
GL_EXTENSIONS = GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum


As you can see there are a lot of custom Nvidia supported functions which come from the installed NVidia drivers. I am guessing that your card will just use the standard x11 implementation because there may not be an opengl implementation of your card drivers for x11 outside of the normal driver pack.

What I would do is do an lspci, find out your model of your card, goto the website, see if there is any external driver which does support opengl and the glx interface and install that if possible. Outside of nvidia and ATI, I dont know really if anything is supported - especially the standard intel 915 chipset.

Of course, if you are not going to be doing a lot of opengl stuff on your machine then dont bother :)
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