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TDA2SX: GPU performance optimization

Part Number: TDA2SX

hi,ti

We will replace the new camera in our recent project. The biggest difference between the new camera and the old camera is that the new camera has 30 frames, while the old camera has 25 frames. After we adapted it, we found the problem shown in the following image, which caused the screen to stutter in the 3D interface. We used the pvrscope command to observe that under the original 25 frame camera, the 3D load rate was around 40%, while under the 30 frame camera, the 3D load rate was around 78%. We suspect that it is due to insufficient GPU performance. GPU frequencies are all 500

We want to solve this problem. Do you have any good optimization suggestions?

thanks,

kong

  • Hello Kong,

    The cameras that you are using are the same resolution, is this correct?

    You mentioned that the first camera is 25 FPS and the new camera is 30FPS, this is the only difference?

    One issue here is that your system memory bandwidth is now loaded greater with the additional FPS you are consuming. While the GPU is not maxed out on loading, the display/GPU/other system modules may be fighting for DDR bandwidth. Can you please give the before and after memory bandwidth consumption and check if it is near the theoretical limit?

    Regards,

    Erick

  • Hello Erick,

    1.Both cameras have the same resolution

    2. Camera frame count is the only difference

    3.The DDR load rates for frames 25 and 30 are shown in the following figure

  • Kong,

    Have you used PVRTune to check the performance as well? I assume so since you have PVRScope integrated into your application.

    The memory bandwidth number I am referring to is the MiB/sec that are transferred from DDR to the GPU/Camera. Since you are operating at 30FPS, you are consuming 5 FPS more bandwidth per second, thus your DDR will need to read/write a bit more memory.

    Can you get the Memory Bandwidth information and share for both the 25 FPS and 30 FPS case here using PVRScope or PVRTune?

    Regards,

    Erick