Any thoughts on why this seems to work slowly?

Is there something with the setup that can be changed?

Is almost seems like it's working on the CPU instead of GPU.

Comments

I refined the composition a

George_Toledo's picture
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I refined the composition a little bit... realized I was rendering the scene at a larger pixel res than needed, and that I was still sending a time uniform that wasn't needed given the current version of the vertex shader. I still wish it was a bit snappier! From other experiments, I have a feeling it's a mix of the density of the grid, and maybe to a lesser degree, the external Syphon feed.

But I think that the grid should able to be much denser, and still have a snappy responsiveness, given performance of similar code in other environments.

Anyway, maybe it can be used as one test case for whenever VUO develops stock vert/frag/geometry(?) shader editing.

I seem to remember better vertex warp performance from making my own shader nodes with the program compiled into the node, so maybe what I'm seeing is even just some problem with the way the parabox node loads the shader programs, how it gets text..some lack of optimization?

No criticisms intended, it's all early days of experimentation for this inside of VUO, of course.

Probably related, I get a lot

George_Toledo's picture
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Probably related, I get a lot of this in Console:

2/13/16 3:14:27.000 AM kernel[0]: CODE SIGNING: cs_invalid_page(0x1011d3000): p=14541[VuoCompositionLo] final status 0x2000000, allowing (remove VALID) page

2/13/16 3:14:43.000 AM kernel[0]: process VuoCompositionLo[14541] caught causing excessive wakeups. Observed wakeups rate (per sec): 2878; Maximum permitted wakeups rate (per sec): 150; Observation period: 300 seconds; Task lifetime number of wakeups: 45004

Followed by:

2/13/16 3:14:43.306 AM ReportCrash[14532]: Invoking spindump for pid=14541 wakeups_rate=2878 duration=16 because of excessive wakeups

Worth noting - the app itself is not crashing that can be noticed, I don't get a Crash Report prompt, VUO seems to keep running as normal. Though performance can seem to gradually slow sometimes.

We tested on a couple of

jstrecker's picture
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We tested on a couple of computers and got different results. On Steve's computer, both versions ran steadily at 60 fps, even after 1 hour. On my computer, both versions ran at 10-15 fps.

Is almost seems like it's working on the CPU instead of GPU.

That could be. Sometimes when we get shader code that runs just fine on one computer and slowly on another, it's because the one GPU driver doesn't like something in the GLSL code so it does a software fallback.

Would the built-in Displace 3D Object with Image node work for you? Or are you just using heightfields as an example to test shaders?

Probably related, I get a lot of this in Console:

It was slow on my computer without the Console messages, so I don't think that's the problem. These have come up for other compositions, too, so I created public bug reports: "CODE SIGNING: cs_invalid_page" warnings in Console and "Excessive wakeups" warnings in Console.