wjakob / instant-meshes

Interactive field-aligned mesh generator
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high GPU usage in windows #5

Closed mirlip closed 8 years ago

mirlip commented 8 years ago

Hi Wenzel, When I use Instant mesh on a laptop, it draws my battery to 5% in 30minutes. At home, I monitored with GPU-Z on a 280X under windows. It shows that instant mesh uses 80% CPU just by moving the mouse over the GUI. It happens with or without any data loaded. Configuration: Win 7 x64, AMD R9 280X, latest Catalyst (15.11), GPUZ 0.8.6 Regards

wjakob commented 8 years ago

Not sure what to do about this bug report: the issue does not occur on NVidia cards, and I don't have access to AMD hardware. Does the same issue occur for you when running on the NanoGUI examples?

Can you profile/benchmark the GPU usage and perhaps track it down to a more specific shader? As is, this ticket does not contain enough information to make it actionable.

HeadClot commented 8 years ago

@wjakob - I can do some bench marking if needs be just tell me what info you need :)

I am on an AMD R7 265. :)

wjakob commented 8 years ago

You'd need to run the application with some kind of ATI-specific debugger that lets you track down CPU usage to specific lines in the shader. I assume that something like that exists, but must admit that I'm not at all familiar with ATI development software.

mirlip commented 8 years ago

It's GPU usage, not CPU. Just run GPU-Z while moving your mouse over the instant-meshes window. You don't need to open a mesh, just start the program and mouse hover the window while monitoring with GPU-Z. I tested on Intel GPU, same behavior. Using V-Sync reduces the usage (certainly because it's then limited to 60 refresh per second). Even when not moving the mouse, I get some usage spikes. For comparison, Blender or Vectorworks let the GPU idle when not used.

wjakob commented 8 years ago

Right, I meant GPU usage. In any case, this information is not that useful since I don't have access to an ATI card, and because it doesn't happen on NVidia-based machines. A wild guess would be that it's some OpenGL feature which is not supported on ATI, which causes the renderer to fall back to software rasterization for some part of the GUI.

wjakob commented 8 years ago

I am closing this ticket -- it's missing sufficient technical information to turn it into something actionable.