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During some prototyping work, I wanted to compare the performance of GLWpfControl with my current approach for rendering OpenGL content in WPF. I would basically like to measure which approach has the biggest performance overhead. My intent is to open a large window, and compare framerates for both approaches. I don't want to add too much actual content so that the performance overhead is more prominent, so I'm painting a fairly lightweight scene using OpenGL.
This means that I end up with high framerates, even for fairly large windows (3840x1080 in my case, I can't seem to go beyond this size). To get proper FPS results, I disabled Vertical Sync in the NVidia control panel. This has the following effect:
In the old approach, the framerate is not capped to 60 FPS anymore, and I get framerates of ~250
Using GLWpfControl, the framerate remains capped at 60 FPS.
The second point is a bit unexpected for me since I didn't see anything in the GLWpfControl source code that indicates a fixed framerate. I might be wrong though.
Is this a bug ?
Is this a normal side-effect of the DirectX-OpenGL interop in GLWpfControl ?
Is the framerate capping something I can enable or disable some other way ?
Note that I'm using OpenTK.GLWpfControl version 3.3.0 since I'm using .Net Framework.
The text was updated successfully, but these errors were encountered:
It does seem weird that the framerate is limited.
This might have something to do with the DX-OpenGL interop, but I'm not sure.
I'm not sure when I'll be able to look into this, especially the 3.3.0 version but I'll keep it on my todo.
I've not gotten to this issue yet. I'm planning a refactor of the DX interop part of this control and while doing that I can look into what the issue is here with vsync
My current guess for this is that WPF is limiting the framerate in their render thread. We are using D3DImage to display DirectX content in WPF and I guess that the refresh rate of that is locked to WPF in some way.
During some prototyping work, I wanted to compare the performance of GLWpfControl with my current approach for rendering OpenGL content in WPF. I would basically like to measure which approach has the biggest performance overhead. My intent is to open a large window, and compare framerates for both approaches. I don't want to add too much actual content so that the performance overhead is more prominent, so I'm painting a fairly lightweight scene using OpenGL.
This means that I end up with high framerates, even for fairly large windows (3840x1080 in my case, I can't seem to go beyond this size). To get proper FPS results, I disabled Vertical Sync in the NVidia control panel. This has the following effect:
The second point is a bit unexpected for me since I didn't see anything in the GLWpfControl source code that indicates a fixed framerate. I might be wrong though.
Is this a bug ?
Is this a normal side-effect of the DirectX-OpenGL interop in GLWpfControl ?
Is the framerate capping something I can enable or disable some other way ?
Note that I'm using OpenTK.GLWpfControl version 3.3.0 since I'm using .Net Framework.
The text was updated successfully, but these errors were encountered: