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Messages - Ricewind1

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General / Re: GPU usage permanently jumps up after a while
« on: July 09, 2020, 09:06:17 pm »
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Have you tried the same experiment with a blank game loop? Just pollEvents() followed by clear/display.

Yes.
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Even when only a black screen is rendered with 0 additional draw-calls, the GPU usage is around 15% with a GPU memory of 20%.


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General / Re: GPU usage permanently jumps up after a while
« on: July 07, 2020, 07:15:45 am »
Hello,

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is the problem just that there's a higher GPU usage than at initial start up
Yes, but significantly so. It's only around 3-5% at initial startup.

I've also noticed that it uses 20% GPU memory after this initial 8-10 seconds. Even when only a black screen is rendered with 0 additional draw-calls, the GPU usage is around 15% with a GPU memory of 20%.

I've just compared the Task Manager numbers with GPU-Z, and it gives similar results. There's also an increase in memory bus clock.

Edit: GPU usage is much lower on simple running games using OpenGL, as tested

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you could try and GPU profile it
Any suggestions how I could use this to find what the issue might be?

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General / Re: GPU usage permanently jumps up after a while
« on: July 04, 2020, 02:10:29 am »
Thank you for the quick reply.

Yes, exactly the same result.

Gave the application to a friend (also running Win 10) and he has similar results.

Edit: There seems to be no difference in GPU usage between screens.



4
General / GPU usage permanently jumps up after a while
« on: July 03, 2020, 06:31:19 am »
I've noticed that a few seconds (around 8-10 seconds) after starting the application, the GPU usage jumps from about 3% to 16-19% and stays there permanently. This measurement according to GPU-Z.

The application functions fine while the GPU usage is on the 4-5% spectrum, and no user action is required for this GPU jump. IT's a static screen (chess game) unless acted upon, so the game logic isn't causing this increase in GPU (to my knowledge).

Frame-rate is limited to 60 FPS.

This occurs when running a release build using SFML 2.5 and Visual Studio 2017.

If you need more information to help me solve this issue, I'd gladly elaborate further.

Edit: Some further information/findings.
  • I am using the 64-bit version of SFML, if that makes any difference.
  • When NOT limiting the frame-rate, the game runs at around 4200-4300 FPS and does not experience any fluctuations beyond these values. I believe this is an indication that the application is not requiring more resources as it goes on (as this would have an impact on the FPS)
  • With a completely out-of-the-box application (as per the tutorial) the GPU goes from 2% to 10% (16% when at 1920x1080 without fullscreen)
  • 2 other Windows 10 users have similar results with the application. One uses AMD and one uses NVidia.
  • No notable difference between 32-bit and 64-bit

The following code: https://pastebin.com/3G3PN99U is the "main loop" of my project where, for  the sake of this experiment, everything but rendering a background is disabled.
  • The background texture is a 1920x1080 .jpg file
  • Building a release build of the above code and running it outside of Visual Studio as is, gives a GPU load of 30-32% and a Memory Controller load of 27-28% as per GPU-Z. The GPU in question is a GTX1080.

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