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Re: [pygame] performance issues



On the drive access. Perhaps you have a memory leak and it's just
windows (or linux too could also suffer from this) running heavily into
virtual memory. Have you looked at the ram usage of your application


On Mon, 2004-01-26 at 11:28, Jon Peirce wrote:
> I'm having a couple of performance issues using pygame (basically as a 
> context for opengl drawing).
> I'm running on a windows box (3GHz P4 with NVidia FX5200 on a CRT 
> display), and I generally synch buffer-swaps to the frame.
> 
> 1) If I create my pygame display in fullscreen mode it defaults to 60Hz 
> refresh rate which is no good for my purposes. The same code running 
> windowed inherits the monitor rate, which is fine. Using GLUT instead of 
> pygame there's no problem so it isn't something inherent to my system. 
> Is there any way to control frame rate programatically, or at least to 
> force it keep at the same rate as before?
> 
> 2) After a few seconds there's a significant disk access that causes a 
> frame rate drop (regardless of what/how much I draw to the screen). 
> Maybe a module is being initialised late - after I've already started 
> drawing? Does anyone else have this problem?
> 
> For game development these probably wouldn't be a problem but I'm using 
> it for visual stimuli (www.psychopy.org) and timing needs to be precise. 
> Below is minimal code for demo.
> 
> Jon
> 
> 
> #-------------------------------------------------
> import pygame
> from OpenGL import GL
> 
> #setup pygame
> pygame.init()
> winSettings = pygame.OPENGL
> #winSettings = winSettings|pygame.FULLSCREEN
> myWin = pygame.display.set_mode([800,600],winSettings)
> 
> #setup openGL
> GL.glClearColor(1.0, 1.0, 1.0, 1.0)
> GL.glClear(GL.GL_COLOR_BUFFER_BIT)
>        
> pygame.display.flip()
> pygame.time.delay(10000)
> 
> pygame.quit()