Performance

Lars Knoll

Qt Quick Performance Improvements with Qt 5.12 LTS

Published Friday November 16th, 2018 | 16 Comments on Qt Quick Performance Improvements with Qt 5.12 LTS
Posted in Biz Circuit & Dev Loop, Performance, Qt, Qt Quick

We are continuously working on improving the performance and optimizing the memory consumption of Qt. One focus area for Qt 5.12 has been to reduce the memory consumption of the QML engine and tuning the JavaScript performance. Qt 5.9 LTS already shows a great improvement of the overall performance compared to the previous long-term supported […]

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Eskil Abrahamsen Blomfeldt

Introducing the Distance Field Generator

Published Wednesday October 10th, 2018 | 18 Comments on Introducing the Distance Field Generator
Posted in Dev Loop, Graphics, OpenGL, Performance, Qt Quick 2, Text and font handling

At least from the perspective of rendering, text is often the most complex part of a traditional two-dimensional user interface. In such an interface, the two main components are rectangular images and text. The rectangular images are often quite static, and can be represented by two triangles and four indexes into a texture atlas that […]

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Profiling memory usage on Linux with Qt Creator 4.7

Published Friday July 13th, 2018 | 9 Comments on Profiling memory usage on Linux with Qt Creator 4.7
Posted in Dev Loop, Embedded, Performance, QtCreator | Tags: , , ,

The Performance Analyzer You may have heard about the Performance Analyzer (called “CPU Usage Analyzer” in Qt Creator 4.6 and earlier). It is all about profiling applications using the excellent “perf” tool on Linux. You can use it locally on a Linux-based desktop system or on various embedded devices. perf can record a variety of […]

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Tuukka Turunen

Qt Quick Performance Improvements on 64-bit ARM

Published Tuesday April 24th, 2018 | 5 Comments on Qt Quick Performance Improvements on 64-bit ARM
Posted in Biz Circuit & Dev Loop, Performance, Qt Quick

One of our major goals for Qt 5.9 LTS was to improve the performance and memory consumption compared to our previous long-term-support release Qt 5.6 LTS. In this blog post, I want to highlight the performance increase in modern embedded processors that support the 64-bit ARMv8 instruction set. The result: Today, QML performance is almost […]

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Svenn-Arne Dragly

Memory usage improvements in Qt3D

Published Tuesday February 13th, 2018 | Comments Off on Memory usage improvements in Qt3D
Posted in OpenGL, Performance, Qt 3D

Together with engineers from KDAB and the Qt community, we are continuing to improve performance and stability of Qt3D. Back in November, I wrote about how we have reduced CPU usage in Qt3D. In this post I would like to share some improvements we have made to reduce memory consumption. Qt 3D has a flexible […]

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Stefan Larndorfer

QML vs. HTML5

Published Friday July 28th, 2017 | 16 Comments on QML vs. HTML5
Posted in Automotive, Biz Circuit & Dev Loop, C++, cross-platform, Declarative UI, Design, effectiveness, efficiency, Embedded, Embedded World, framework, Guest Blog, HTML vs Qt, Internet of Things, OpenGL, Performance, QML 을 시작합시다., Qt, Qt Quick, Qt Quick 2, Qt Quick 2.0, Qt Quick Controls, UI

Guest post by Stefan Larndorfer at sequality Mobile devices have set the standard in terms of responsiveness and user-friendliness for HMIs across industries. Manufacturers of cars, medical equipment, industrial automation systems and consumer electronics now want to replicate this great user experience for their embedded devices. To find out which technology strategy we should select we […]

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Alex Blasche

Qt QML Performance improvements in Qt 5.8.0

Published Wednesday March 8th, 2017 | 9 Comments on Qt QML Performance improvements in Qt 5.8.0
Posted in Performance, Qt Quick 2, Qt Quick Controls

Qt 5.8 benefited from significant performance efforts in Qt QML.  Some of us spent our entire time figuring out why things are slow and what could be done. This is a continued effort that pretty much started with the first Qt QML release and I don’t think will ever stop.  After a bit of deliberation […]

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Eskil Abrahamsen Blomfeldt

How to shoot yourself in the foot using only a scene graph (neat optimization trick inside)

Published Thursday January 19th, 2017 | 9 Comments on How to shoot yourself in the foot using only a scene graph (neat optimization trick inside)
Posted in Declarative UI, Dev Loop, Graphics, OpenGL, Performance, Qt, Qt Quick 2, Text and font handling, UI

I am trying to get into the habit of blogging more often, also about topics that may not warrant a white paper worth of text, but that may be interesting to some of you. For those of you who don’t know me, I am the maintainer of the text and font code in Qt, and recently I came across a curious customer case where the optimization mechanisms in the Qt Quick scene graph ended up doing more harm than good. I thought I would share the case with you, along with the work-around I ended up giving to the customer.

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