#Low CPU and GPU ultilisation on high vertices count

7 messages · Page 1 of 1 (latest)

proper pewter
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So i was messing around with some settings in a project i made. While the framerate for that particular windows running in the reccomended debug settings is low, my CPU and GPU ultilisation is not peaking at all. Is there something going on here?

I know my code is not multithreaded or use any gpu shaders but still not a single CPU core is hitting above 50%

still grotto
proper pewter
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I did try turning off v-sync and typically it gets to 456~ FPS with low resolution on the planet's mesh, and running on release seems to not have significant changes if there is even any, both gets to 69 FPS (nice) when the resolution for the cubesphere goes up to 1024 in resolution, i.e. that much vertices and triangles. The CPU and GPU ultilisation across the board seems to be 17%~ for CPU and 20-25% for GPU

still grotto
proper pewter
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Its 1:00AM right now lol I'll get back to you soon

proper pewter
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I haven't done any profiling because I'm still trying to figure out how but here's what i found fiddling around with the thing:

  • First, the Shadow casting upon said high vertices count seems to be the main cause for low performance.
  • Second, changing from PointLight to DirectionalLight with some tweaking vastly improves performance in this case.
  • Third, changing to DirectionalLight, just for some reason have negligible performance impact at low vertices count, even with shadow enabled compared to not having the object there at all whatsoever. It looks nicer for free essentially 🤔 .
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ultilisation is still wack though