Reputation: 4484
My environment:
qt.scenegraph.general: QSG: basic render loop
qt.scenegraph.general: Using sg animation driver
qt.scenegraph.general: texture atlas dimensions: 2048x2048
qt.scenegraph.general: R/G/B/A Buffers: 8 8 8 0
qt.scenegraph.general: Depth Buffer: 24
qt.scenegraph.general: Stencil Buffer: 8
qt.scenegraph.general: Samples: 0
qt.scenegraph.general: GL_VENDOR: Imagination Technologies
qt.scenegraph.general: GL_RENDERER: PowerVR Rogue GE7800
qt.scenegraph.general: GL_VERSION: OpenGL ES 3.2 build 1.10@5187610
I am running a Hello world QML program and config as above.
QT_QPA_EGLFS_SWAPINTERVAL=0
QT_QPA_UPDATE_IDLE_TIME=0
QSG_RENDER_LOOP=basic
I test the QT_QPA_EGLFS_SWAPINTERVAL
via PVRTrace
https://www.imgtec.com/developers/powervr-sdk-tools/pvrtrace/
it shows the eglSwapInterval
did set properly as above.
But the problem is the program stuck on 60FPS.
Why I cannot disable the V-Sync.
Upvotes: 0
Views: 880
Reputation: 12069
The short answer is that vsync behavior is entirely platform dependent. In reality eglSwapInterval()
is actually just hint and it is implementation-defined whether it actually does anything at all. On most platforms it doesn't - e.g. on Android you can neither disable it nor fix FPS at 30. Suggest raising this with the platform provider.
Upvotes: 1