klepto2 Posted August 18 Share Posted August 18 Since the last update the performance and culling has decreased drastically. While in the previous build i got around 7ms in release for the culling i now get > 100ms with very simple maps. Also the FPS now drops to < 10 where i previously got 60+ fps. The editor is also now laggy as hell. After some more investigations: The culling time increase remains valid, while the fps and laggy behaviour of the editor might be related to missing shader updates. After updating the shaders, the FPS drop is not that much as before. But the culling time increased by the factor of 10 compared to the previous versions. Release: Previous: 4-5 ms Current: 40 to 50 ms Debug: Previous: 40-50ms Current 400 to 500ms. Quote Windows 10 Pro 64-Bit-Version NVIDIA Geforce 1080 TI Link to comment Share on other sites More sharing options...
SpiderPig Posted August 18 Share Posted August 18 I've noticed a drop in performance too but havn't had time to investigate yet. Quote Link to comment Share on other sites More sharing options...
Josh Posted August 18 Share Posted August 18 I did not make any major changes to these systems, so the solution is probably very simple. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted August 18 Share Posted August 18 I updated the editor with a fix that will relieve a lot of overhead. Instead of doing a full world update it just updates particles. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted August 18 Share Posted August 18 I am running the default start.ultra map and it looks like what I would expect. The culling time is in the titlebar. (Culling is asynchronous and does not have to be performed each frame, so 17 milliseconds does not mean 60 FPS.) Do you have a scene I can test that shows the problem more clearly? 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted August 18 Share Posted August 18 I discovered that GetMemoryUsage is extremely slow in debug builds, taking almost 200 milliseconds sometimes. If you are using that command, please adjust as necessary. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
klepto2 Posted August 19 Author Share Posted August 19 10 hours ago, Josh said: I discovered that GetMemoryUsage is extremely slow in debug builds, taking almost 200 milliseconds sometimes. If you are using that command, please adjust as necessary. I didn't use that command in the code which causes the high culling time. I will investigate it further, i have tried a switch to the stable version and get the same results (with a clean project) as you with the start map and the dev branch. With my test maps and ocean rendering though it is something different, i still get much higher culling times (especially in debug builds > 400 ms), but can't compare it with the stable release. Quote Windows 10 Pro 64-Bit-Version NVIDIA Geforce 1080 TI Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.