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GPU Utilization drops when moving fast, and increases when standing still


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Not from the Fun Pimps Team, however I'll take a guess: the drawing of the interface is batched for detail and when you are in motion the drawing is not in detail until you stop.

https://docs.unity3d.com/Manual/DrawCallBatching.html

 

Shadows, multiple lighting will create additional calls to render the mesh again to create effects.

 

I think we see performance issues when dealing with water in the same way. Hope that was of interest and some value to you.

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On 3/1/2022 at 12:44 PM, JCrook1028 said:

CPU has to load the map in as you move for the GPU to then display it.

Really this is the most likely cause. 

 

The client is naturally CPU bound to begin with, and Voxel data isn't cheap.  When you're moving quickly it's unloading and re-loading a considerable amount of voxel data, and managing entity spawning, pathing, and AI. 

As a result, you have a lot of work being done unloading data from RAM, reading data from the hard drive, running calculations on the data, putting it into RAM, and sending the relative visual data to the GPU to be processed there.  Most systems will have a bit of a bottleneck here, and distant terrain/POI processing adds to the workload even more.

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