PDA

View Full Version : 4.1 GPU Spike



amerigoV
March 13th, 2021, 19:21
I am seeing a notably heaver GPU load in 4.1 vs 4.0. Just opening the exact same map, none of the new toys my GPU will from from the 60s to the 80s. Once I turn on lighting and toss out a few candles, it jumps further to the 90s (example a couple of candles, a light on a token, then turn on Lighting/LOS/Player View).

In playing with it, I have very little change with LOS on or off in 4.0. But turning on either LOS or Lighting 4.1 is causing that initial bit jump.

I am not sure what you need that is helpful. But here are some specs.

OS Name Microsoft Windows 10 Home
Processor Intel(R) Core(TM) i7-8550U CPU @ 1.80GHz, 2001 Mhz, 4 Core(s), 8 Logical Processor(s)
Name Intel(R) UHD Graphics 620
Adapter RAM 1.00 GB (1,073,741,824 bytes)

amerigoV
March 13th, 2021, 22:00
An update - if I turn of Grid Snap and Token lock, it drops to the 80s. Still high, but better.

Zarestia
March 13th, 2021, 23:06
Fresh Campaign, no extensions, no player's connected.
Imported a .jpg map (2 mb, ~1500px*1000px), created some LoS, added ambient lighting, a torch and a candle. My GPU goes up to 65-70% until I close the map (deactivating LoS / Lighting does not help) going down to about 3%.
This is on a Ryzen 7 3700x and Radeon 5700 XT.

Same Map in 4.0 with more LoS and my GPU goes up to 7-8%, ambient lighting and two light sources probably shouldn't be 10 times more load heavy, right?

Can providge further testing tomorrow if needed.

Moon Wizard
March 14th, 2021, 07:01
This may be expected with everything going on with LoS/lighting. I'll run this thread past @cpinder.

Regards,
JPG

Weissrolf
March 14th, 2021, 11:57
GPU percentage readings can be misleading, because they measure a percentage of the current GPU clock-rate. Lower clock-rate = higher percentage for less load. Here are measurements that put GPU load into more context.

No LoS, no Lighting:
https://i.imgur.com/WTyMHzH.png

LoS, no Lighting:
https://i.imgur.com/bebZphO.png

LoS, Lighting:
https://i.imgur.com/8IcaJb7.png

Edit: corrected first image

Zarestia
March 14th, 2021, 15:24
Just some further testing from my side. D&D 5E, no extensions, no player is connected. Interestingly the big load/clock increase happens as soon as I click on the new image options (enable LoS / enable lighting). How many LoS points and torches/visions etc. I draw after that is nearly irrelevant.
Strange, that the clock jumps up to 800 MHz more than in v4.0, both only LoS enabled, that seems fishy.

https://i.imgur.com/YR4OE4S.png

Weissrolf
March 14th, 2021, 15:27
If LoS was (optionally= more GPU than CPU calculated then the clock-rate increase would be okay, but it does not seem to be that way? At least CPU load is still the main bottleneck for approved token movement.

Zarestia
March 14th, 2021, 15:34
Aprospros tokens.

One token, no token locking. Darkvision / Blindsight / Truesight, nothing really impacted the numbers in v4.1. In v4.0 I could see some slight increases with LoS enabled when moving the token very fast or through many LoS sources.
I would suspect that v4.1 is preloading most things and maybe because of that the numbers skyrocket as soon as I enable LoS / Lighting? Just some food for thought :)

Kelrugem
March 14th, 2021, 16:14
Aprospros tokens.

One token, no token locking. Darkvision / Blindsight / Truesight, nothing really impacted the numbers in v4.1. In v4.0 I could see some slight increases with LoS enabled when moving the token very fast or through many LoS sources.
I would suspect that v4.1 is preloading most things and maybe because of that the numbers skyrocket as soon as I enable LoS / Lighting? Just some food for thought :)

I believe Moon Wizard wrote somewhere that the new system indeed precalculates a lot which is why there are essentially three different vision types in the code to avoid overloading that (but I may misremember that) :)

pindercarl
March 16th, 2021, 00:47
Just some further testing from my side. D&D 5E, no extensions, no player is connected. Interestingly the big load/clock increase happens as soon as I click on the new image options (enable LoS / enable lighting). How many LoS points and torches/visions etc. I draw after that is nearly irrelevant.
Strange, that the clock jumps up to 800 MHz more than in v4.0, both only LoS enabled, that seems fishy.

https://i.imgur.com/YR4OE4S.png

Can you provide a copy of the campaign so that we are looking at the same data? Thanks.

Zarestia
March 16th, 2021, 13:53
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)

Weissrolf
March 16th, 2021, 14:20
Does LoS CPU load decrease in return for increased GPU load (4.0 vs. 4.1)?

pindercarl
March 16th, 2021, 15:57
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)

Thanks.

Zarestia
March 16th, 2021, 17:39
Does LoS CPU load decrease in return for increased GPU load (4.0 vs. 4.1)?

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 me :)

Weissrolf
March 17th, 2021, 15:57
4.0 - No LoS, no lighting: https://i.imgur.com/M0R6VxE.png
4.1 - No LoS, no lighting: https://i.imgur.com/ik00OOM.png

4.0 - LoS, no lighting: https://i.imgur.com/iDcYdwh.png
4.1 - LoS, no lighting: https://i.imgur.com/5902gzy.png

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).

Moon Wizard
March 18th, 2021, 01:21
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

Weissrolf
March 18th, 2021, 08:40
That improved GPU load considerably. Maybe slightly higher CPU load, though?

No LoS, no lighting:
https://i.imgur.com/QJsLOa3.png

LoS, no lighting:
https://i.imgur.com/NuHLfJm.png

LoS, lighting:
https://i.imgur.com/BgQFbVl.png