Comment 4 for bug 1004251

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Nicolás Abel Carbone (nicocarbone) wrote :

Daniel, I tried your workaround. It appears to work, approximately the same as disabling sync to vblank, but I am not completely sure. It is not easy to measure smoothness. Is there a way to quantify the smoothness of the animations (something like a fps counter for example)?

However, even if it works as well as disabling sync to vblack, what is the advantage of your workaround? In CCSM, it has a warning saying that it will cause "a massive increase in GPU and CPU usage" which is a problem for me as I am frequently working on battery. Also, disabling sync to vblank does not appear to have any adverse effects (no tearing or other visual artifacts). As I said in the bug description, even after disabling sync to vblank glxgears says it is "running synchronized to the vertical refresh", so I assume that unity is also synchronized to the vertical refresh, is this true? If so, what does "disable sync to vblank" do?