Rabbitslovecactus Posted March 1, 2022 Share Posted March 1, 2022 Has anyone noticed that GPU Utilization drops when moving fast, (in the 4x4 for example) and increases when standing still? You would think it is the opposite. What is the deal with that? Wondering if someone from the Fun Pimps Team could explain? Thanks Link to comment Share on other sites More sharing options...
JCrook1028 Posted March 1, 2022 Share Posted March 1, 2022 CPU has to load the map in as you move for the GPU to then display it. 2 Link to comment Share on other sites More sharing options...
Saardek Posted March 1, 2022 Share Posted March 1, 2022 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. 1 Link to comment Share on other sites More sharing options...
Rabbitslovecactus Posted March 1, 2022 Author Share Posted March 1, 2022 Thanks for the replies 👍🙂 Link to comment Share on other sites More sharing options...
Beelzybub Posted March 2, 2022 Share Posted March 2, 2022 (edited) 23 hours ago, Rabbitslovecactus said: You would think it is the opposite. I just tested this with a new game and got the same GPU % usage or higher while driving the 4x4 at top speed. Maybe it's dependent on some graphic setting? Edited March 2, 2022 by Beelzybub (see edit history) 1 Link to comment Share on other sites More sharing options...
Fox Posted March 2, 2022 Share Posted March 2, 2022 Blur effect lowering texture details maybe? Link to comment Share on other sites More sharing options...
Star69 Posted March 2, 2022 Share Posted March 2, 2022 Or dynamic resolution? On my old gaming laptop with a gtx 980m, when dynamic resolution was first introduced, when moving fast the resolution really downgraded until I slowed down then it turned up again. Link to comment Share on other sites More sharing options...
SylenThunder Posted March 2, 2022 Share Posted March 2, 2022 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. 1 Link to comment Share on other sites More sharing options...
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