ViewXY - series points optimization

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greggorob64
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Joined: Tue Mar 18, 2014 2:55 pm

ViewXY - series points optimization

Post by greggorob64 » Tue Aug 30, 2016 5:26 pm

Whats the difference between pixels and lotofpixels? I'm not sure what the difference is and can't figure it out.

I plan on having up to a few million points.

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ArctionPasi
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Re: ViewXY - series points optimization

Post by ArctionPasi » Tue Aug 30, 2016 6:16 pm

Hi Grandmaster Greg!

LotsOfPixels uses single-colored texture. Pixels are either ON or OFF.

Pixels instead retain correct alpha blending, so when having point color alpha < 255, multiple data points hitting same location will make it render in more strong color.

LotsOfPixels is faster when having LOOOTS of data points. With small point counts, Pixels may be faster.
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greggorob64
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Re: ViewXY - series points optimization

Post by greggorob64 » Tue Aug 30, 2016 6:52 pm

So it sounds like with a few million points points, I want lots of pixels. When I used No optimization, the performance was bad (as expected).

Do you have any thoughts on how to increase the visibility somehow? I'm having a very hard time literally seeing the data

Image

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ArctionPasi
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Re: ViewXY - series points optimization

Post by ArctionPasi » Thu Sep 01, 2016 8:10 pm

That's difficult question :shock: By using rectangle shape of points, and no points optimization at all, our DirectX11 engine should be able to render lots of large points quite nicely. But not as fast for sure than this small dots. Ensure you are using LC 7.1 or newer.
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greggorob64
Posts: 183
Joined: Tue Mar 18, 2014 2:55 pm

Re: ViewXY - series points optimization

Post by greggorob64 » Fri Sep 02, 2016 12:47 pm

I tried 'no optimization' with the default shape (circles) and the performance was unfortunately not good enough to use. Will rectangles draw much faster than the circles?