Okay I got Looking Glass running, thank you. You wouldn’t happen to know how I could tell looking glass to start on my second monitor instead of my primary one would you?
Might be a client argument. Or if you have an advanced enough DE, it can tell that from a launch argument.
Ya I looked through the client arguments and didn’t find anything I was looking for.
-x XPOS Initial window X position [current: center] may help I’ll put some values in there and see what happens I guess. The DE I’m using is Budgie pretty sure it isn’t that advanced.
Turn off VSync in the client. If you cant achieve any higher your GPU’s capture performance is likely the hindrance. What is your guest GPU?
Some DEs treat the window better/worse depending on if it is bordered/borderless, etc… have a play around, it is possible to force it to launch in a specific location, I use it to make it span three monitors under i3.
I am not running the client with vsync. This is how I’m launching:
looking-glass-client -s -k -F -o opengl:vsync=0
My guest GPU is an Nvidia GTX 1070 Founders Edition.
Based on my research I think I should be able to get slightly better numbers. What’s interesting to me is that the UPS # is so steady around 60, and never above 60 exactly. (Except when running the Teeworlds game) (All games have vsync disabled, however).
I am sorry but it’s been quite some time since I was running A11 now, there has been some changes in the latest master version that may resolve this issue for you, I do recall patching something that might have fixed this a few weeks back. You can try the latest version if you like, but for now there is limited/no support for it.
I’ll grab the latest windows host binary & client source and report back tomorrow. Thanks.
Grabbed looking-glass-host & looking-glass-client from latest commit:
Still experiencing a cap of 60 UPS in CS:GO, Rocket League, StarCraft 2, etc.
- Games run in the guest over 100 FPS consistently
- looking-glass-client FPS is 195-200
- looking-glass-client -s -k -F -o opengl:vsync=0
In the game called “teeworlds” game I can pull 500+ UPS. However, in all other games it seems like I can reach 60.9*** but never higher than that. Odd.
Please try the egl renderer…
Performance seems about the same, possibly a tiny bit better. Unfortunately the FPS/UPS meter does not appear to work in that mode:
- looking-glass-client -s -F -k -g egl -o egl:vsync=0
While I see the same behavior as gyblin, no FPS/UPS meter, I am impressed by the egl renderer: When using opengl I usually have looking-glass-client at 160% of the CPU on top, 2950x, basically almost two CPU resources being consumed. This hihg cpu utilization is always seen even when not gaming, albeit it hovers around 80%CPU (again, top cpu utilization)
Using egl it tops at 20% even when gaming at 2560x1440, and when the system is idle it goes to 5%. I am not sure if this is just the expected behavior from egl (which does eliminate a lot of unnecessary calls) or if you actually coded it differently, but I am really glad you took the time to add it.
2 things to try I can’t remember the flag but there is one in the client to set max fps I assume you have a 144hz monitor so set it to that. second is you may be getting locked at 60 by your desktop compositor. especially if using gnome or a DE based on gnome. finally make sure you have got your refresh rate set correctly in your display setting in linux. it often doesn’t like to save.
check the changelog thread.
A bit of both it will become the default renderer in A12.
This may be because of differences with my setup but I actually find the opposite, the opengl renderer will use about 20% cpu while the egl renderer will use about 30%. It also looks noticeably worse in that it doesn’t look as sharp and this can be seen in screenshots, and that -may- be due to running a slightly odd resolution to fill the space under the gnome top bar rather than run full size. Considering the resolution it still runs really well, completely playable.
hmm, I think it may have to do with my -K 144 flag: OpenGL goes insane, EGL works very well… When I run with -K 60 OpenGL behaves better
I have never noticed the sharpness, I will take a look on mine but I am traveling this week and doing an RMA on my memory as well… may take a while.
Sharpness is potentially due to the new 4:2:0 chroma subsampling support. EGL supports 4:2:2 and 4:2:0 chroma subsampling typically used in video codecs.
No, it’s because his pixel ratio is not 1:1 and it’s performing mipmapping. EGL handles this differently as I have not yet properly added this feature back to it yet.
Sorry just to clarify on this, do you mean trying to run 3440x1440 in a 3440x1411 window is causing that or do you mean something else? I have set a custom resolution of 3440x1411 to match the client window size so it should be 1:1 if I understood what you meant correctly.