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Is "GLFW message window" the title of your window? If not then it sounds like something is wrong with the OpenGL configuration of the computer - have they recently upgraded OS or drivers? Check everything is up to date.
It should work well on much less than that. Raspberry Pi works, for example. I have done trade show demos where a RPi and a 7" touch screen run an app for hours with constant animations and no problems.
Frame rate is almost irrelevant. It is used only to drive animations or UIs that otherwise change more than 60 times per second. It sounds like your app is driving a lot of change that could be causing CPU usage. |
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We were unable to replicate the user's reported issue with a normal version of the application. And yes, the window title was that, the window it self was empty (white). I did replicate the issue under a VM by setting the tag That being said, can I assume this isn't something Fyne could spot/detect/report on, as it's likely lower level driver problems (such as missing driver, or a driver that's not correctly compatible)?
I mean For example here is a clean build of the Fyne Terminal (off latest master) running under the Windows 11 VM, I'm pretty sure the OpenGL driver is using software rendering given that CPU usage. However, even if it is using a software render mode, it's still extremely high for what is not a lot of terminal change (there's some blinking text, with a blink rate of around 800ms).
Indeed, as discussed in the PR, I assumed the tick-rate would cause a frame-per-tick which was not correct (at least, it's not designed to do that). I have run this through profiling, the largest (by a long way) use of time is in the Is there a flag I can set that will log every time the driver actually triggers a draw call? It'd be very useful to see that as I can then understand what code changes in the app cause excessive draw calls. |
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For counters though what is the "it" that we want to count? The fact that a screen was painted does not mean that widgets refreshed etc - it is possible only one item updates then the rest of the UI is pulled from texture caches.
That would be ideal thanks. |
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TwoThree questions:(1) We've had reports that our application (running under Windows, unsure of version yet) is producing a large blank white window with the title "GLFW message window" and nothing else. What could be causing this? This possibly started when moving from
2.6.2to2.7.1(or todev) but that's not confirmed yet.(2) What is the min spec for running Fyne, realistically? We have someone running our app on some 6 year old Celeron mobile orientated processor with weak integrated graphics and 4Gb of RAM and they say it's very jerky and slow (note this is running a termgrid which I think it self is quite heavy in Fyne currently?).
(3) Some of the machines our software is deployed to are very old / weak hardware. Is it possible to reduce things like the internal frame-rate that Fyne operates on? My assumption is it operates at 60fps, but I may wish to drop that to 30fps on weak (old) hardware that just can't keep up. I don't see any obvious way to achieve that.
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