[IPython-dev] matplotlib webagg benchmarks

INADA Naoki songofacandy@gmail....
Wed Aug 7 18:55:15 CDT 2013


FYI, My wsaccel <https://pypi.python.org/pypi/wsaccel> may make websocket
faster.


On Wed, Jul 31, 2013 at 6:28 AM, Michael Droettboom <mdroe@stsci.edu> wrote:

> As promised in last week's Google Hangout to the IPython developers
> meeting -- I have some concrete timings and numbers on the matplotlib
> WebAgg backend in a couple of different scenarios.
>
> First, let me apologize -- the way I was timing binary websockets vs.
> text websockets previously was wrong.  The actual impact of it is much
> smaller than I had originally estimated -- so the discussion about
> whether to include binary websockets in IPython may have been all for
> naught.
>
> For benchmarking, I used two different plots.  One is the classic
> "simple_plot.py" sine wave, which tests sort of the "easy case" where
> very little of the image is updated in each frame, and the other was
> "animation/dynamic_image.py" in which most of the plot is updated in
> each frame.
>
> I tested both scenarios with client and server on my local machine, and
> through an ssh tunnel that goes over wifi, the public university
> network, to my home's 15/5 MBps cable connection 28 miles away and back.
>
> For (A), the average frame weighs in at around 20kb.  For (B), it's
> around 90kb.  For base64, multiply by those numbers by 4 / 3.
>
> On my local machine, I can push through about 18 fps, so a bandwidth of
> 2.8MBps (were it sustained, which it rarely is).  On the tunnel, I
> fluctuate between 7 and 10 fps, which is quite usable, and quite near
> the practical upper limit on the bandwidth of that connection.
>
> However, the problematic thing for the remote connection is the
> latency.  Locally, I average a fairly steady 250ms to roundtrip from a
> mouse event to an updated frame.  Remotely, it fluctuates randomly
> between 400ms (still usable) and 3000ms.  Some more careful dynamic
> scaling of events can probably make that easier to use, perhaps.  I know
> games often use UDP and handle robustness to packet loss in a different
> way as a way to remove some of the latency of TCP.  I have no idea if
> such a thing would be possible over a web socket, of course.
>
> I could not measure any statistically significant change in framerate or
> latency between a binary websocket and a non-binary one.  However, there
> is a 10% increase in CPU time on both the python side and the browser.
> It so happens that I wasn't saturating my CPU, so it had no net impact.
> Likewise, I am not saturating my bandwidth, so the additional size
> doesn't matter in this case.  But I suspect if either one of those
> resources is starved, the additional 10% cpu time and 25% bandwidth
> increase may matter.
>
> Mike
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-- 
INADA Naoki  <songofacandy@gmail.com>
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