Few discussions about such problems over the net :
https://bbs.archlinux.org/viewtopic.php?id=84484
I enabled and disabled triple buffer from the blender 2.56 UI... still very slow when i want to move few frames... but I can move my mesh now without any lag.
Blender should detect this "triple buffer problem" during the first use and select an other ui update option.
Description
Event Timeline
Blender does check if triple buffer is supported by graphics cards. Unfortunately some drivers just return "yes" whilst support is badly working.
I don't like to add smarter code that thinks for users... slow redraws can be caused by many cases. Based on previous reports here it's also evident that drivers for ATI in linux perform less well than ATI drivers for windows...
OK
May be a clean solution : an option in the "installer version" for windows.
If that version is released with that bug : new users may think that blender is just very very very slow... (very bad ad. )
If user choose something else than "triple buffer" : user have to restart blender to really enable that option used by the ui : but no information about that in the ui ( may be in a tootip info )
We don't get many reports about slow ui's from windows ATI users.
A clean solution is to separate out an "opengl profile" for blender, with a good and visible way to edit this.
I got a Nvidia GeForce 8600GS Graphic card...not an ATI : this bug may touch more people...
Ehm... you provided a link to a forum discussing an ATI case.
Nvidia is usually really good with this, did you check for driver updates?
I update my driver through the nvidia official website.
Sorry for the ati link : same problem with an other kind of graphgic card...
Few other use of blender seems to slow down all the ui.. i'm going to record few example and sending to you more informations about my graphic card if that can help other people...
I'm afraid that this issue is more complex than just gathering info about gfx card types, it's a combination driver versions, OS versions, personal configurations too.
The best way to have this tackled is by a developer who can reproduce slowness and investigates how this happens.
I'm purposedly working on an old (2004) mac to keep track of drawing speed, but opengl for mac is quite decent... although GLSL is slow here (which is not used in UI).