a performence question
virtual machine /xen /1G memory 2core CPU. running visual studio2015 well with low cpu <10% and other tools.
but running "Noesis" samples even hello world would cost my cpu >40% . not only Noeise,but also mygui ,some other gui like sdl2 either.
what's the problem?
regards
but running "Noesis" samples even hello world would cost my cpu >40% . not only Noeise,but also mygui ,some other gui like sdl2 either.
what's the problem?
regards
Re: a performence question
i think is the problem of gpu render ;can i disable gpu feature?
Re: a performence question
Our application framework is setup to render continuously everything per frame. This is the common scenario in videogames. But you can avoid that in your own integration if you want. See for example the IRenderer interface:
GPU cannot be disabled.
Code: Select all
/// Applies last changes happened in the view. This function does not interact with the
/// render device. Returns 'false' to indicate that no changes were applied and subsequent
/// RenderOffscreen() and Render() calls could be avoided if last render was preserved
virtual bool UpdateRenderTree() = 0;
Re: a performence question
oh,i dont have a code so can't see what happed in updaterenderTree, I will study more deeper .tkanksOur application framework is setup to render continuously everything per frame. This is the common scenario in videogames. But you can avoid that in your own integration if you want. See for example the IRenderer interface:GPU cannot be disabled.Code: Select all/// Applies last changes happened in the view. This function does not interact with the /// render device. Returns 'false' to indicate that no changes were applied and subsequent /// RenderOffscreen() and Render() calls could be avoided if last render was preserved virtual bool UpdateRenderTree() = 0;
Re: a performence question
Our application framework is setup to render continuously everything per frame. This is the common scenario in videogames. But you can avoid that in your own integration if you want. See for example the IRenderer interface:I search UpdateRenderTree in the flowing files.Code: Select all/// Applies last changes happened in the view. This function does not interact with the /// render device. Returns 'false' to indicate that no changes were applied and subsequent /// RenderOffscreen() and Render() calls could be avoided if last render was preserved virtual bool UpdateRenderTree() = 0;
\Packages\Samples\IntegrationGLUT\Src\Main.cpp(107): _view->GetRenderer()->UpdateRenderTree();
\Packages\App\ApplicationLauncher\Src\Window.cpp(186): renderer->UpdateRenderTree();
\Packages\App\ApplicationLauncher\Src\Window.cpp(1213): renderer->UpdateRenderTree();
\Packages\Samples\Integration\Src\Main.cpp(177): view->GetRenderer()->UpdateRenderTree();
do you mean I just add a render->UpdateRenderTree(); to Main.cpp would avoid this?
GPU cannot be disabled.
Re: a performence question
Our application framework is setup to render continuously everything per frame. This is the common scenario in videogames. But you can avoid that in your own integration if you want. See for example the IRenderer interface:do you have a complete example? still not resoveld yet.. but cpu problem is most important i think..Code: Select all/// Applies last changes happened in the view. This function does not interact with the /// render device. Returns 'false' to indicate that no changes were applied and subsequent /// RenderOffscreen() and Render() calls could be avoided if last render was preserved virtual bool UpdateRenderTree() = 0;
GPU cannot be disabled.
Re: a performence question
if UpdateRenderTree renders false then you don't need to render that frame. We plan to add support for this in the application framework. I recommend you waiting for it if you are not able to implement it yourself.
Re: a performence question
I saw the example of integation ,and modify a littleif UpdateRenderTree renders false then you don't need to render that frame. We plan to add support for this in the application framework. I recommend you waiting for it if you are not able to implement it yourself.
if(updaterendertree()!=false){
//dont render
}
effect a bit as cpu downs when UI no changes;
but hoping the SDK itself could cut down the cpu usages; thank you.
Re: a performence question
If you hit CTRL + F to bring stats what update and render time are you getting? You should have numbers under 1 ms.
Re: a performence question
If you hit CTRL + F to bring stats what update and render time are you getting? You should have numbers under 1 ms.
https://lh3.googleusercontent.com/jkKQe ... WMx_u=s168
27fps ...simple "Sample.Buttons.exe" 70%cpu
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