about performance
I've just test NoesisGUI in my windows box, and found that XamlPlayer costs 50%+ cpu when it runs.
I think it consume too much cpu time.
Is there any configuration to make cpu consumes less time? (I've tried the 'Partial Render', it doesn't make any improvement on cpu consuming)
CPU: Intel Duo Core 2.2GHz
OS: Win8
RAM: 4G
VideoCard: nVidia GeForce 9500M GS
I think it consume too much cpu time.
Is there any configuration to make cpu consumes less time? (I've tried the 'Partial Render', it doesn't make any improvement on cpu consuming)
CPU: Intel Duo Core 2.2GHz
OS: Win8
RAM: 4G
VideoCard: nVidia GeForce 9500M GS
Re: about performance
Well, I have to say your machine is not exactly top-notch. (4G and dual-core 2.2Ghz for Win 8 is kinda optimistic )
Still, 50%+ CPU cost is quite a lot, no doubt.
Still, 50%+ CPU cost is quite a lot, no doubt.
Re: about performance
Yep, my machine is a little bit old.
But performance is essential for such a middleware, I think. You know that I need to keep my game runs on Intel 945 video card (shader 2.0), as about 5% users here using such an old machine.
But performance is essential for such a middleware, I think. You know that I need to keep my game runs on Intel 945 video card (shader 2.0), as about 5% users here using such an old machine.
Re: about performance
Hi,
By design, XamlPlayer renders continually the content. This is done on purpose to allow profiling each xaml. In fact, XamlPlayer only stops rendering when the window is not active (this and having vsync activated by default was added to 0.9.7).
Having a 50% cpu usage is not necessarily an indicator of bad performance. You should pay attention to the FPS indicator (must be activated as described in the first tutorial).
I would say that in the machine you have, MSAAx8 is probably the bottleneck. Could you test PPA?
Could you send me the example you are testing?
By design, XamlPlayer renders continually the content. This is done on purpose to allow profiling each xaml. In fact, XamlPlayer only stops rendering when the window is not active (this and having vsync activated by default was added to 0.9.7).
Having a 50% cpu usage is not necessarily an indicator of bad performance. You should pay attention to the FPS indicator (must be activated as described in the first tutorial).
I would say that in the machine you have, MSAAx8 is probably the bottleneck. Could you test PPA?
Could you send me the example you are testing?
Re: about performance
That reminds me...
Could we have a small article or post describing what NoesisGUI does on CPU and what it does on GPU?
How is the scalability actually achieved?
Not totally detailed (not asking for your secret ingredients here ), but I for one would be very interested in reading about the general idea.
Could we have a small article or post describing what NoesisGUI does on CPU and what it does on GPU?
How is the scalability actually achieved?
Not totally detailed (not asking for your secret ingredients here ), but I for one would be very interested in reading about the general idea.
Re: about performance
Yes, whenever we finish with the stress of having v1.0 ready we have planned a blog for subjects like this.
Re: about performance
Yes, whenever we finish with the stress of having v1.0 ready we have planned a blog for subjects like this.
Re: about performance
I'll be waiting for it
Goodluck with V1.0 last preparation and adjustments!
Goodluck with V1.0 last preparation and adjustments!
Re: about performance
In my "Intel Duo Core 2.2GHz + 9500M GS", the fps is 60. But changing the samples, fps is dropping (disk I/O?)
And in my "Ati X1000" machine, Gui.XamlPlayer.exe can't run as "At least VertexShader 3 is required". I think shader 3.0 requirement is too high for me.
And in my "Ati X1000" machine, Gui.XamlPlayer.exe can't run as "At least VertexShader 3 is required". I think shader 3.0 requirement is too high for me.
Re: about performance
What do you mean with "changing the samples"? which sample? what fps?
About the vs3.0 requirement, yes, for now noesisgui needs that to run. Although it will probably be reduced to 2.0 in the final version. For now, could you try the OpenGL version? Just add this to the .ini file (in the Bin directory)
About the vs3.0 requirement, yes, for now noesisgui needs that to run. Although it will probably be reduced to 2.0 in the final version. For now, could you try the OpenGL version? Just add this to the .ini file (in the Bin directory)
Code: Select all
[Render.RenderSystem]
Render = "GL"
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