Discussion:
[Crystal-develop] Poor performance on sponza map
Pedro Arthur
2013-07-25 20:28:59 UTC
Permalink
Hi,
I'm working in the postprocessing branch, and today I tried to use the
sponza map but the application runs at 3 fps on a GTX 670! It occurs only
in the deferred rm, and if I remove the lights from te world file it
returns to perform well. It is at least strange, the deferred rm that
should have a better performance than the forward rm when using large
number of lights, is running at 3 fps. There is some CPU bottleneck in the
deferred rm.
Matthieu Kraus
2013-07-25 20:42:48 UTC
Permalink
Post by Pedro Arthur
Hi,
I'm working in the postprocessing branch, and today I tried to use the
sponza map but the application runs at 3 fps on a GTX 670! It occurs only
in the deferred rm, and if I remove the lights from te world file it
returns to perform well. It is at least strange, the deferred rm that
should have a better performance than the forward rm when using large
number of lights, is running at 3 fps. There is some CPU bottleneck in the
deferred rm.
The deferred rm has dynamic shadows enabled per default which will
most likely result in that kinda huge frame drop for scenes that
aren't specially made for it. Use
"--cfgset=RenderManager.Deferred.Shadows.Enabled=false" as command
line argument to disable dynamic shadows and you should get a more
comparable performance.

kind regards,
RlyDontKnow
Pedro Arthur
2013-07-25 20:55:12 UTC
Permalink
Thanks, now it is working fine.
But one more question why dynamic shadows makes cpu usage go to 99% but
leaves gpu usage closer to 0%?
Post by Matthieu Kraus
Post by Pedro Arthur
Hi,
I'm working in the postprocessing branch, and today I tried to use the
sponza map but the application runs at 3 fps on a GTX 670! It occurs only
in the deferred rm, and if I remove the lights from te world file it
returns to perform well. It is at least strange, the deferred rm that
should have a better performance than the forward rm when using large
number of lights, is running at 3 fps. There is some CPU bottleneck in
the
Post by Pedro Arthur
deferred rm.
The deferred rm has dynamic shadows enabled per default which will
most likely result in that kinda huge frame drop for scenes that
aren't specially made for it. Use
"--cfgset=RenderManager.Deferred.Shadows.Enabled=false" as command
line argument to disable dynamic shadows and you should get a more
comparable performance.
kind regards,
RlyDontKnow
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