Closed sanyi12 closed 1 year ago
This doesn't sound like an issue that we can address. We have no control over what the Windows task manager reports.
Are you sure the issue is with the GPU? Perhaps your CPU is maxed out and that is causing the low frame rate and heat.
Most software can be detected by the task manager resource profiler but for some reason Godot 4 has some hidden processes that do not allow that. If people become crazy they might even say there is a mining bitcoin virus inside Godot because it portrays similar behavior, hidden process that eats away resources without the user's knowledge. Pretty bad this was labeled as "thirdparty"
But the task manager is thirdparty so, and no reason to appeal to conspiracy theories or use ableist language
Unless there's some specific mistake being done, like not connecting separate threads of the editor so the task manager can find them, we can't really be bound to follow what ever arcane ways the task manager demands to make it work, that's what the tag means I'm sure
Since you're mentioning temperature/FPS drops: Are you 100% confident you're not causing 100% CPU load on one single core that causes the CPU to potentially bottleneck the GPU? This would not show up as 100% usage in Task Manager and instead as something liker 12.5% load on an 8 core CPU for example.
On Open Hardware Monitor it shows the load - in the task manager it doesn't Has anyone even tried this? Maybe is something wrong with my pc
Just stumbled over this again and for me it's working as expected. I have a passive 3D scene (read: nothing moving, no animations) and GPU resources drop down below 1% while the view isn't redraw. If I move the camera quickly, I can get up to around 80% load.
And something I completely forgot earlier:
Windows task manager's GPU readout is wildly known to be inaccurate – this is still not fixed as of Windows 11 22H2. Use other tools instead, such as RTSS or GeForce Experience's overlay (Alt + R).
PS: Remember that the Godot editor is limited to 10 FPS when unfocused to save power, so it's expected that GPU usage drops when the editor loses focus (if something requires the editor to redraw continuously). This can be adjusted in the Editor Settings by changing Unfocused Low Processor Mode Sleep Usec.
If you're on Windows 11, go to Windows' (default) Graphics settings, find "Variable Refresh Rate" (I think that's what it's called in the English version) and make sure to disable it.
VRR shouldn't cause unnecessary redrawing, but it can cause flicker when using low-processor mode due to the refresh rate constantly changing. I recommend keeping VRR enabled for fullscreen apps, but be careful when enabling it on both fullscreen and windowed apps.
Closing, as this is an issue with the Windows task manager we can't resolve.
Godot version
4.0
System information
Windows 10, RTX3070
Issue description
During tests I have observed an issue with the GPU monitoring while using Godot 4 - the task manager would show ~10% usage but the temperature would increase and the fps would drop significantly. The significant fps drop and temperature rise usually occurs only when the GPU hits its 100% limit in the task manager. But while using Godot that does not show.
I am posting this here only because it gets annoying - running multiple apps for development I check the task manager to see available resources. [It has nothing to do with the built-in Godot's profiler] If Godot eats all GPU resources other apps will run much slower.
Steps to reproduce
Create any project with millions of polygons.
Minimal reproduction project
No project.