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.