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    Hi,<br>
    <br>
    Ok, thanks - seems reasonable enough. Strange though how my laptop
    with an older nVidia chip stays at 60Hz with vsync enabled but a
    shorter draw. And that sometimes draw goes down to a much lower
    length here as well. And that I remember being able to measure draw
    times with vsync enabled...but maybe it was too long ago and my
    memory simply fails me.<br>
    <br>
    Anyhow, I found "--run-max-frame-rate 60" that seems to accomplish
    what I want even with vsync enabled from the nVidia controls. I have
    set it correspondingly in my own viewer application. So I can now
    see what seems to be the actual draw times.<br>
    <br>
    Not sure why this helps and I currently don't have the time to dig
    around to find out why. If anyone cares to explain that would be
    appreciated, but in the meantime I'll be able to move forward thanks
    to this. Thanks for all the help!<br>
    <br>
    Regards,<br>
    Andreas<font size="2" color="black"><span
        style="font-size:0.8em;color:black"><br>
        <br>
      </span></font><font size="2" color="black"><span
        style="font-size:0.8em;color:black"></span></font>
    <div class="moz-signature"><font size="2" color="black"><span
          style="font-size:0.8em;color:black">
          <br>
          <br>
        </span></font>
    </div>
    <div class="moz-cite-prefix">On 2020-08-13 15:22, OpenSceneGraph
      Users wrote:<br>
    </div>
    <blockquote type="cite"
cite="mid:mailman.9560.1597324980.3541.osg-users-openscenegraph.org@lists.openscenegraph.org">
      <meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
      <p>When vsync is on, a GL call (usually wglSwapBuffers) in
        blocking the process.</p>
      <p>OSG computes the draw time doing delta_s(before draw tick,
        after draw tick). High draw <br>
        time (close to 16.6666 ms) means the blocking call is between
        the ticks.</p>
      <p>Lionel Lagarde</p>
      <p><br>
      </p>
      <p id="reply-intro">On 2020-08-13 15:09, OpenSceneGraph Users
        wrote:</p>
      <blockquote type="cite" style="padding: 0 0.4em; border-left:
        #1010ff 2px solid; margin: 0">
        <div id="replybody1">
          <div>
            <div dir="auto">You can turn vsync off in the nvidia display
              control panel. Don't know about other cards</div>
          </div>
          <div><br>
            <div class="v1gmail_quote">
              <div class="v1gmail_attr" dir="ltr">On Thu, Aug 13, 2020
                at 7:02 AM OpenSceneGraph Users <<a
                  href="mailto:osg-users@lists.openscenegraph.org"
                  rel="noreferrer" moz-do-not-send="true">osg-users@lists.openscenegraph.org</a>>
                wrote:</div>
              <blockquote class="v1gmail_quote" style="margin: 0 0 0
                .8ex; border-left: 1px #ccc solid; padding-left: 1ex;">
                <div style="font-size: 10pt;">
                  <p>Hi,</p>
                  <p>Frame rate stuck at 60Hz usually means vertical
                    sync is on.</p>
                  <p id="v1m_-1332924252852520733reply-intro">On
                    2020-08-13 13:32, OpenSceneGraph Users wrote:</p>
                  <blockquote style="padding: 0 0.4em; border-left:
                    #1010ff 2px solid; margin: 0;">
                    <div id="v1m_-1332924252852520733replybody1">
                      <div>Hi,<br>
                        <br>
                        It's been a while since I tested rendering
                        performance on my development machine and now
                        I'm experiencing something vaguely familiar and
                        quite annoying. Even with a very simple model,
                        the statistics feature ('s') in the osgviewer
                        application (3.6.4) reports a draw process
                        taking over 16ms so that the rendering just
                        barely makes it at 60Hz, see the attached
                        screenshot. Sometimes it drops down to a short
                        draw after a while, for no apparent reason, but
                        more often it stays this long.<br>
                        <br>
                        This makes me doubt any further performance
                        investigations, now knowing whether additional
                        operations in a frame will make draw go over the
                        16.7ms limit or not.<br>
                        <br>
                        I vaguely recognize this from way back but I
                        can't remember the cause, and I can't find
                        anything about it in previous osg-users
                        discussions. It feels like it's waiting for
                        buffer swapping or something, and I wouldn't be
                        surprised if it's something obvious that I
                        should know. Maybe it's just the statistics
                        reporting incorrectly? Does anyone recognize
                        this and do you have any suggestions? It works
                        on my older laptop but not on two of my desktop
                        computers. My config below:<br>
                        <br>
                        Intel i7-4790K 4GHz<br>
                        16 GB RAM<br>
                        GeForce GTX 970 with latest 451.67 drivers<br>
                        Win10 Home<br>
                        OSG 3.6.4<br>
                        <br>
                        Regards,<br>
                        Andreas<span style="color: black; font-size:
                          small;"><span style="font-size: 0.8em; color:
                            black;"><br>
                            <br>
                          </span></span></div>
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      <pre class="moz-quote-pre" wrap="">_______________________________________________
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</pre>
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