I was doing some experiments with multi-DDC support in recent UHD+USRP2
I thought I’d start by a simple source----->FFT Sink
I discovered rather by accident that if my FFT sinks had averaging
turned OFF, that even at
modest input bandwidths on my dual-centrino laptop, they’d get wedged,
even at relatively-low
FFT frame rates (3 for example). But turn on averaging, and the
systems resources required
were reduced to the point that the display could support FFT display.
I think this says something
about how (in) efficient OpenGL is about rendering even simple 2D
objects that change dynamically.
Another test I did was:
source----->LOG-POWER FFT---->NULL SINK
The resources consumed by that were about 30% of what they were when I
was actually displaying
an FFT window.
Shirleys Bay Radio Astronomy Consortium