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View Full Version : Heavy GPU load (Build 04-13)



Zarestia
April 14th, 2021, 00:37
Sadly this problem still persists with the newest update, so I open another fresh thread for this one.

GPU load is still rather large when playing without my temporarily workaround from previous build (which stills works but only when not closing the image.)

See campaign attached.

Steps to reproduce:
1. Open Assets
2. Create new Image Record
3. Select Campaign -> 50gpp.jpg (I hope this gets exported)
4. Reset Zoom
5. Resize Image Window so the map is completely viewable
6. Enable LoS -> GPU jumps to 13% load
7. Enable Lighting -> GPU jumps to 30% load
8. Put image in background -> GPU jumps to 68% load

Workaround (for visibility):
1. Open Assets
2. Create new Image Record
3. Select Campaign -> 50gpp.jpg (I hope this gets exported)
4. Enable LoS
5. Enable Lighting
6. Reset Zoom
7. Resize Image Window so the map is completely viewable -> GPU jumps to 13% load (only visibly problem are the staricases on LoS edges)
8. Put image in background or reopen image -> GPU jumps to 30/68% load

Either 6. or 7. can be done before enable LoS/Lighting with the same result. If you do both, the workaround is not recoverable.

Other things seen with this problem:
- Even my big 12000px * 12000px 20MB map has 68% load in background, in non background about 65%.
- When you resize the image window to small you don't really see a change in the GPU load
- Adding 40 torches doesn't seem to affect performance
- The new non-grey background in the image panel is really nice (3.5e base theme, I atleast think it's new :D)

For all others: Just post campaign & reproducable errors, don't let this again go into needless discussions...

Moon Wizard
April 14th, 2021, 02:35
Thanks for providing; I'm forwarding on to Carl.

Regards,
JPG

Zarestia
April 14th, 2021, 14:58
For the devs:

Workaround 2 (a bit better compromise maybe):

1. Open Assets
2. Create new Image Record
3. Select Campaign -> 50gpp.jpg
4. Enable Lighting
5. Reset Zoom
6. Resize Image Window so the map is completely viewable
7. Enable LoS -> GPU jumps to 20-25% load

You need to place some lights and LoS points, as the workaround only works when creating a new image.
The staircases with some LoS rectangles are way better than in workaround 1. They're a bit blurry, which for me personally is totally fine and playable.

No workaround: 35-40% GPU load
https://i.imgur.com/9ZT1C7O.jpg

Workaround 2: 20-25% GPU load (load imo still too heavy vs LIVE, <15% in background would be perfect hehe :))
https://i.imgur.com/HLOV55j.jpeg

Zarestia
April 27th, 2021, 20:35
Just for awareness: Same 'issue' as last patch.
As nothing like this was mentionend in the patch notes I just wanted to say I see no change. :)

Playing on a map right now in LIVE with many occluders causes a 10-12 % load^^

pindercarl
April 27th, 2021, 22:50
The number of pixels drawn has a significant impact on the GPU performance. How large is the image displayed?

Zarestia
April 27th, 2021, 23:12
The number of pixels drawn has a significant impact on the GPU performance. How large is the image displayed?

The images are sized roughly the same on my screen (2560*1440 monitor), image about half the screen, not in the background.

50gpp.jpg -> 1000px * 1000px, 338kb, in TEST, just open, reset zoom, resize, enable LoS & Lighting -> 45 % GPU load (without LoS & Lighting points/lights), see first and second post in this thread)

100gpp.jpg -> 2000px * 2000px, 948 kb in TEST, just open, reset Zoom, enable LoS & Lighting -> 64% GPU load (without LoS points nor Lighting Points) see first and second post in this thread)

Putting the map/image in the backgrounds still causes the GPU load to 68%.

------------

4650px * 4500px, 2,11 MB in LIVE with a few hundred LoS Points and 3 PCs playing a few hours -> 10-20% GPU load


See attached campaign (image files for testing different sizes are in the assets [i hope]).

https://drive.google.com/file/d/1BLsZBPYYpiuHQFy9xgmmxzvCQjsP-5E4/view?usp=sharing


Just tested with a friend of mine as a PC in that campaign. He has a NVIDIA 1060 6GB and sees about the same values, so shouldn't be a hardware case.

If you need any more information, just ask :) I can take screenshots, videos, etc.

pindercarl
April 27th, 2021, 23:18
The images are sized roughly the same on my screen (2560*1440 monitor), image about half the screen, not in the background.

50gpp.jpg -> 1000px * 1000px, 338kb, in TEST, just open, reset zoom, resize, enable LoS & Lighting -> 45 % GPU load (without LoS & Lighting points/lights), see first and second post in this thread)

100gpp.jpg -> 2000px * 2000px, 948 kb in TEST, just open, reset Zoom, enable LoS & Lighting -> 64% GPU load (without LoS points nor Lighting Points) see first and second post in this thread)

Putting the map/image in the backgrounds still causes the GPU load to 68%.

------------

4650px * 4500px, 2,11 MB in LIVE with a few hundred LoS Points and 3 PCs playing a few hours -> 10-20% GPU load


See attached campaign (image files for testing different sizes are in the assets [i hope]).

https://drive.google.com/file/d/1BLsZBPYYpiuHQFy9xgmmxzvCQjsP-5E4/view?usp=sharing

The size of the source image is largely irrelevant for GPU performance. I'm asking about the number of pixels being display, i.e. how big is the image window. Thanks.

Zarestia
April 27th, 2021, 23:43
Screensizes (via snipping tool):

1054px * 785px: 20% GPU load
1341px * 1060px: 30% GPU load
2031px * 1224px: 55% GPU load

When I close and reopen the maps via 'Sidebar' -> 'Images' I see an increased load of about 8% for each map (~28%, ~30%, ~63%)

These are the sizes with the image border included, see image attached.

EDIT:

LIVE
2394px * 1331px: 11% GPU load

see attached screenshot of this map with LoS

pindercarl
April 28th, 2021, 00:39
Thanks for the extra info.

Zarestia
April 29th, 2021, 18:43
@pindercarl & @joshwatmough

When I open for example the oasis map from the FGU Fundamental Pack, and resize it to nearly my whole monitor, I get a load of 10%. LoS & Lighting is already enabled in those maps. I see the same LoS staircases as mentioned in my first post. When closing & reopnening the image panel (so the image window get's newly created) the load jumps back to 40-50% and I get (maybe too) crispclean LoS edges.

Just wanted to let you know if that helps in any way. :)

Moon Wizard
April 29th, 2021, 21:35
Just pushed a new build from work @cpinder was looking at to improve performance.

In addition to trying with the latest build; if you're still having performance slowdowns, can you try these commands to see if they help? (reduces resolution of LoS/FoW/blurring in return for performance)
/imagequality [0-3]
(where 0 is default, and higher numbers are reducing resolution 75/50/25%)

Thanks,
JPG

Zarestia
April 29th, 2021, 22:00
Just pushed a new build from work @cpinder was looking at to improve performance.

In addition to trying with the latest build; if you're still having performance slowdowns, can you try these commands to see if they help? (reduces resolution of LoS/FoW/blurring in return for performance)
/imagequality [0-3]
(where 0 is default, and higher numbers are reducing resolution 75/50/25%)

Thanks,
JPG

Just when I was feeling personally a bit down you pushed this update. Wow.
Load is less than half! 31% load in background, clean edges, great work!

The imagequality value work wonders, too!
Value 1: 20% load
Value 2: 10% load
Value 3: 6% load

Doesn't look too shabby even on 3 :)

Are these commands only for the GM or can these also be used by the players?

Moon Wizard
April 29th, 2021, 22:16
I'll have to ask @cpinder; but I believe they are per client.

Regards,
JPG

pindercarl
April 29th, 2021, 22:29
Just when I was feeling personally a bit down you pushed this update. Wow.
Load is less than half! 31% load in background, clean edges, great work!

The imagequality value work wonders, too!
Value 1: 20% load
Value 2: 10% load
Value 3: 6% load

Doesn't look too shabby even on 3 :)

Are these commands only for the GM or can these also be used by the players?

The command is per client, so players can use them also. The values are persistent between sessions as well.

kevininrussia
April 29th, 2021, 22:35
I tested the image quality value of 2 on an i5 Surface and I think it looks really good.