Using the framebuffer won't help then. You might switch to DeviceCoordinateCache but I wouldn't expect miracles.
Are you performing the animation using QGraphicsScene::advance()?To give you an idea of the application, it has 36 rotating images at 25 frames per second along with other static widgets and buttons.
It doesn't involve Graphics View, so no collision detection or transformations.I can run Qt's framebufferobject2 example, texturing the quads with the same image used above and rotating them in the same way at 50 frames per second. And this uses only 15% or so CPU.
Try profiling your application to see what is causing the slowdowns. I think the bottleneck is not rendering.That is the kind of gain I am looking for and the reason I thought getting frame buffers enabled would improve performance.
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