Thread: 4.1 GPU Spike
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March 16th, 2021, 13:53 #11
Sure, see the attached 4.1 campaign. If you need any further info just ask
Steps to reproduce:
- Open the image/map in the campaign (should work with any other too)
- Enable LoS
> See drastic increase in GPU usage (even without a single point of LoS) --> LoS in 4.1 seems to hog way more resources than in 4.0.
- Enable Lighting
> See an even more drastic increase in GPU usage (even without a single point of Lighting)
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March 16th, 2021, 14:20 #12
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Does LoS CPU load decrease in return for increased GPU load (4.0 vs. 4.1)?
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March 16th, 2021, 15:57 #13
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March 16th, 2021, 17:39 #14
Just tested on a Curse of Strahd Module Map. Token Movement with only LoS seems to be a bit more smooth but still going 100% CPU Core/Thread if you hold down an arrow key for fast movement.
I think this was mentioned several times in other places and I want don't want to start another discussions in this thread but having HWMonitor the whole time open I can say most performance hiccups ('slow' initial campaign loading, several seconds loading when opening things in the asset menu, etc.) correlate with a 99%-100% utilazation of one CPU Thread. I know multi-threading is not the easiest part of programming, but I think there could be huge gains in responsiveness and performance. Just my 2 cents.
If someone wants anything further tested, just tell meLast edited by Zarestia; March 16th, 2021 at 17:39. Reason: word
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March 17th, 2021, 15:57 #15
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4.0 - No LoS, no lighting:
4.1 - No LoS, no lighting:
4.0 - LoS, no lighting:
4.1 - LoS, no lighting:
4.1 LoS calculation seems to use considerably more GPU processing compared to 4.0, while CPU load seems about the same.
This is a comparison of the same map (imported campaign from 4.0 to 4.1), just one PC token, no NPC tokens, no movement on the map (just display). Nvidia RTX 2070 Super, power-saving disabled (fixed clock-rate).Last edited by Weissrolf; March 17th, 2021 at 16:12.
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March 18th, 2021, 01:21 #16
Supreme Deity
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Please note that for the issue reported by Zarestia in post #3 along with the data provided in post #11; @cpinder made some adjustments to the lighting blur calculations to improve performance in the most recent build pushed today.
Regards,
JPG
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March 18th, 2021, 08:40 #17
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That improved GPU load considerably. Maybe slightly higher CPU load, though?
No LoS, no lighting:
LoS, no lighting:
LoS, lighting:
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