I found this text:
https://www.mail-archive.com/interest@qt-project.org/msg36622.htmlHi, I'm using a third party library (Skia) to render custom opengl code in sync
with the QtQuick Scene Graph (Qt 5.15 on Windows 11).
I'm using the QQuickFramebufferObject and QSGRenderNode classes to create
custom QQuickItems to render my scene. The approach works fine, but I've come
across a very strange issue that I'm unable to solve.
The problem consists in a
sudden unrecoverable drop in FPS during the rendering of my scene. I've noticed
that the issue presents itself whenever the rendering frame time jumps above a
certain threshold (most of the times my app is able to render at 60fps, but
there are times when there is a lot of content to render). When this happens,
the frame rate no longer jumps back to 60 fps as expected, but instead is
remains weirdly low (less than 10 fps) for the remaning time of the session.
This is despite the fact on subsequent draw calls I render nothing in my opengl
scene.
Doing some logging with the helper logging categories provided by Qt, I can see
that the scene graph that the render time is fine most of the time, but the
logs consistently report an unusally high sync time in the threaded render
loop.
Added after 2 minutes 9 seconds:I have to repeat: Celestia 1.7 win32
can achieve 60 fps at the same PC without any problems, but Qt fails? How is it a GPU hardware problem?