Slow score scrolling on 4K monitor

Slow score scrolling on 4K monitor.

Hello, I’m on Dorico 4 and macOS (macMini 2018 - 32GB RAM - Montery 12.1) and I use a 4K monitor and a secondary HD monitor. Scrolling of the score is smooth on the 1080*1920 screen but much slower on the 4K monitor. I usually use scaling in the display settings. If I use “Scaled” it is slower than on a HD but “Default for display” is still slower than HD. It is like going from 60 FPS to 10-15 FPS (hurt my eyes !). I understand that the more resolution is drawn the more resources is needed. But I don’t have this problem on other software like Guitar Pro, scrolling stay smooth on 4K scaled.

Is there a way to optimize that ?


I have this log when I set QSG_INFO=1
Maybe it can give a clue :

[2022-01-26 22:54:38.174] [info] initUtilities — START
[2022-01-26 22:54:40.378] [info] initUtilities — END: duration 2203ms
[2022-01-26 22:54:42.058] [info] initUtilities — START
[2022-01-26 22:54:42.063] [info] initUtilities — END: duration 4ms
qt.scenegraph.general: QSG: basic render loop
qt.scenegraph.general: Using sg animation driver
qt.scenegraph.general: opengl texture atlas dimensions: 1024x512
qt.scenegraph.general: R/G/B/A Buffers: 8 8 8 -1
qt.scenegraph.general: Depth Buffer: 24
qt.scenegraph.general: Stencil Buffer: 8
qt.scenegraph.general: Samples: 0
qt.scenegraph.general: GL_VENDOR: Intel Inc.
qt.scenegraph.general: GL_RENDERER: Intel(R) UHD Graphics 630
qt.scenegraph.general: GL_VERSION: 2.1 INTEL-18.3.5
qt.scenegraph.general: GL_EXTENSIONS: GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
qt.scenegraph.general: Max Texture Size: 16384
qt.scenegraph.general: Debug context: false
qrc:/Dorico/DocumentWindow/Toolbar/ToolbarForm.ui.qml:125:13: QML MouseArea: Detected anchors on an item that is managed by a layout. This is undefined behavior; use Layout.alignment instead.
qrc:/Dorico/Controls/EnumButton.qml:61:9: Unable to assign [undefined] to int
qrc:/Dorico/DocumentWindow/PlayMode/AutomationLaneSelector.qml:83:17: QML MouseArea: Detected anchors on an item that is managed by a layout. This is undefined behavior; use Layout.alignment instead.
qml: positionRequested
qrc:/Dorico/DocumentWindow/PlayMode/MIDIEditor.qml:81: TypeError: Cannot read property ‘currentVoiceID’ of null
qrc:/Dorico/DocumentWindow/PlayMode/MIDIEditor.qml:81: TypeError: Cannot read property ‘currentVoiceID’ of null
qml: toolbar width 712
qml: toolbar width 712
qt.scenegraph.general: opengl texture atlas dimensions: 8192x512
qt.scenegraph.general: opengl texture atlas dimensions: 512x4096
qml: positionRequested
qt.scenegraph.general: opengl texture atlas dimensions: 512x4096
qt.scenegraph.general: opengl texture atlas dimensions: 8192x512
qt.scenegraph.general: opengl texture atlas dimensions: 1024x512
qt.scenegraph.general: opengl texture atlas dimensions: 8192x512
qt.scenegraph.general: opengl texture atlas dimensions: 8192x512
qt.scenegraph.general: opengl texture atlas dimensions: 4096x512

Here sample videos of the problem. I’ve also installed Dorico 4 on Windows 10 (old i7-4770K 32GB RAM, GPU Nvidia GTX 1070 Ti 8GB VRAM). On Windows the problem is worse compared to my Mac (which is very smooth on the HD screen).

I have 3 monitors all attached to the Mac and the PC and I switch the input as needed.

macOS test (bottom screen HD, top 4K) :
https://www.youtube.com/watch?v=qOlXJFTWzhI

Windows 10 test:
https://www.youtube.com/watch?v=I60jJETty4Q

thank you

Please, anyone listening ?
I’m software engineer I can help… the score is not buffered into a texture ? Those computers are capable of scrolling smoothly. It seems that draw loop is CPU bound…
damn I cannot use the software I paid for…

Probably not helpful, but I and many other users have 4K monitors and Dorico is extremely responsive and smooth. Sorry. :man_shrugging:t2:

My 4K scrolling is smooth too, and I have two monitors with different orientations and aspect ratios.

Thanks for the feedback, I’ll try on a newer hardware

OK I tested on a Windows laptop with an i7-8750H @ 2.2Ghz (6 cores), 32GB RAM and 8GB VRAM (GTX 1070 MaxQ) and it is smooth… hopefully I’ll upgrade my Mac to the latest silicon chip later this year… the MacMini 2018 is a no go in 4K.

The specs of the 2018 Mini are for 3 displays at 4096 by 2304, so one 4K display should be well within tolerances.

I’d check Activity Monitor’s GPU History window to see what the levels are there. If it’s at a low level, then it may be something else.

I have a 2018 Mini with 32Gb RAM. I don’t have a 4K display, but I have an Apple Thunderbolt display, plus a 1080p Acer display, so I’m about 3/4 of the way there, plus some overhead for two screens, and I don’t notice anything.

Here’s my history: the bump at the end is when I start scrolling massively around a Condensed orchstral score. That’s pretty low.

Screenshot

thank for info, I’m adapting my workflow and using the 1080 monitor for Dorico it will be OK until I get a new Mac. I don’t know how Dorico coded but maybe there is room for optimisation in the draw loop.