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Changes between Initial Version and Version 1 of Ticket #999, comment 12


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Timestamp:
04/15/17 07:25:01 (2 years ago)
Author:
Antoine Martin
Comment:

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  • Ticket #999, comment 12

    initial v1  
    11The big hurdle for fixing this is that we have a number of queues and threads sitting in between the window damage events and the network sockets.
    22When things go wrong (network bottleneck, dropped packets, whatever), we need to delay the window pixel capture instead of queuing things up downstream (pixel encoding queue, packet queue, etc).
    3 These buffers were introduced to ensure that keep the pixel pipeline filled at all times to make the best use of the available bandwidth: highest fps / quality possible.
     3These buffers were introduced to ensure that we keep the pixel pipeline filled at all times to make the best use of the available bandwidth: highest fps / quality possible.
    44When tweaking those settings, we want to make sure we don't break the optimal use case.
    55So maybe we should define a baseline before making any changes, one for the optimal use case (gigabit or local connection without mmap) and one for the "slow" network connection (fixed settings we can reproduce reliably with tc). That's on top of the automated perf tests, which will give us another angle on this.