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perf(scroll): pace frames to the panel, not to a fixed sleep
Scrolling ran at 44-46 fps on a 2x128x64 chain and 14-17% of frames took 41-53ms, which reads as judder. Four independent causes, each measured on the hardware; details and the diagnostic recipe are in docs/SCROLL_PERFORMANCE.md. The high-FPS loop slept a flat 8ms after every render. display() has already blocked on the panel's vsync by then, so that sleep was added to a wait that had happened: ~4ms of render plus 8ms put each iteration at ~12ms against a 10ms refresh grid, so every swap missed a refresh and the loop settled at 50fps while asking for 125 -- with no headroom, so a further 14% of frames slipped again. It now sleeps only the remainder, with a 1ms floor so plugin threads still get the GIL. ScrollHelper stepped position on a wall clock at 1/scroll_delay steps per second. Plugins set scroll_delay to the frame period, so that comparison sat exactly on its own threshold: a frame arriving a hair early moved zero pixels and rendered an identical frame, dirty-tracking skipped the swap, it returned in ~2ms, and the beat repeated. No scroll_delay value tunes that out -- a shorter delay trades stalled frames for periodic double-steps. Both modes now accumulate elapsed time at the same configured speed, so position stays proportional to real time. Sub-pixel blending goes back to off by default. It renders a half-step by mixing two adjacent columns, which on a coarse panel showing pixel-font text alternates crisp and smeared frames and reads as shimmer -- visibly worse than integer stepping on the hardware. Vegas mode still opts in. disk_cache uses orjson when importable, falling back to the stdlib. Encoding a ~1MB record drops from 14.8ms to 5.4ms end-to-end, and that work holds the GIL while a marquee is on screen. display_manager also checksummed the whole framebuffer twice per frame (dirty tracking, then the preview snapshot); the snapshot now takes the checksum the caller already computed. New src/common/scroll_config.py resolves scroll settings in one place. Five ticker plugins each hand-rolled this and disagreed: odds-ticker ranked the deprecated scroll_pixels_per_second above the documented scroll_speed/delay pair, and because that key carries a schema default the documented settings were dead for every user (ChuckBuilds/ledmatrix-plugins#408), while ledmatrix-leaderboard read the same key only as a fallback. The resolver also warns when a speed will not advance a whole number of pixels per refresh, which is the property that actually determines whether a scroll looks smooth. scripts/build_rgbmatrix_nogil.sh rebuilds the rgbmatrix binding so it releases the GIL. Upstream declares SwapOnVSync without nogil, unlike SetPixel/Clear/Fill beside it, so the render thread held the GIL for the whole vsync wait and starved background threads into long uninterruptible bursts. The script patches, builds and self-verifies into a scratch tree; --install backs up the original and rolls back if the service does not come back healthy. Measured after: 100 fps locked, no stalls observed, render thread down from 51% to 19% of one core. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -75,8 +75,19 @@ class ScrollHelper:
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# Pre-allocated buffer for output frame (reused to avoid allocations)
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self._frame_buffer: Optional[np.ndarray] = None
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# Sub-pixel scrolling settings (disabled - using high FPS integer scrolling instead)
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self.sub_pixel_scrolling = False # Disabled - use high frame rate for smoothness
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# Sub-pixel scrolling: OFF by default, and that is deliberate.
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# Blending renders a half-step by mixing two adjacent columns 50/50.
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# On a high-resolution screen that reads as smooth motion; on a coarse
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# LED matrix showing pixel-font text it does not. A one-pixel stroke
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# becomes two half-brightness pixels, so frames alternate between crisp
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# and smeared and the text appears to shimmer and jump a pixel ahead --
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# tested on a 2x128x64 panel and clearly worse than integer stepping.
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#
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# The rule this display obeys: motion is smooth when it advances a
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# whole number of pixels per refresh. Anything slower must either
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# blend (blur) or repeat frames (judder); blending is the worse of the
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# two here. Vegas mode still opts in via set_sub_pixel_scrolling().
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self.sub_pixel_scrolling = False
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self._last_integer_position = 0 # Cache for integer position to avoid repeated calculations
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# Frame-based scrolling settings
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@@ -244,19 +255,31 @@ class ScrollHelper:
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if self.last_step_time == 0.0:
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self.last_step_time = current_time
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# Check if scroll_delay has passed
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time_since_last_step = current_time - self.last_step_time
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if time_since_last_step >= self.scroll_delay:
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# Move pixels (can move multiple steps if lag occurred, but cap to prevent huge jumps)
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steps = int(time_since_last_step / self.scroll_delay)
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# Cap at reasonable number to prevent huge jumps from lag
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max_steps = max(1, int(0.04 / self.scroll_delay)) # Limit to 0.04s (2 steps at 50 FPS) for smoother scrolling
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steps = min(steps, max_steps)
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pixels_to_move = self.scroll_speed * steps
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# Update last_step_time, preserving fractional delay for smooth timing
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self.last_step_time = current_time - (time_since_last_step % self.scroll_delay)
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# Frame-based mode advances by elapsed time, exactly like the
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# time-based branch below, at the same configured speed
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# (scroll_speed px per scroll_delay seconds).
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#
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# It used to step discretely: 0, 1 or 2 whole pixels depending on
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# whether a wall clock had passed scroll_delay. Plugins set
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# scroll_delay to the target frame period, so that comparison sits
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# exactly on its own threshold and the decision flips on sub-
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# millisecond jitter -- a frame a hair early moved nothing and
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# rendered an identical frame, a frame a hair late moved two
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# pixels. Rounding the step count fixed the stalls but still
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# discarded the remainder, so the error never corrected.
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#
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# Accumulating elapsed time keeps position exactly proportional to
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# real time: jitter shifts a pixel boundary by a fraction of a
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# frame instead of flipping a whole step, and nothing is lost or
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# gained. This is what the one visibly smooth scroller on the
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# hardware (the stock ticker) was already doing by virtue of never
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# enabling frame-based mode.
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if self.scroll_delay > 0:
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pixels_per_second = self.scroll_speed / self.scroll_delay
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else:
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pixels_to_move = 0.0
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pixels_per_second = self.scroll_speed * 100.0
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pixels_to_move = pixels_per_second * delta_time
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self.last_step_time = current_time
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else:
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# Time-based: move based on time delta (correct speed over time)
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# scroll_speed is pixels per second
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