Have you encountered a situation where a C ++ opengl application is faster and smoother when executed from a visual studio? When it is executed normally, without a debugger, I get a lower frame rate, 50 instead of 80, and a strange lag, where fps goes down to 25 frames / sec every 20-30 frames. Is there any way to fix this?
Edit : We also use quite a few display lists (created using glNewList). And increasing the number of displayed lists seems to increase the lag.
Edit : The problem appears to be caused by page errors. Setting up a configuration workflow using SetProcessWorkingSetSizeEx () does not help.
Edit : With some large models, the problem is easy to spot using the procexp-utility GPU utility. Memory usage is very unstable when there are many glCallList calls per frame. No new geometry is added, textures are not loaded, but gpu's memory allocation is + -20 MB. After a while, it gets worse and can allocate something like 150 MB at a time.
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