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Usage Spikes
Posted: Mon Mar 23, 2015 9:44 am
by mikaelwallin
Hi,
I am experiencing spikes in CPU/GPU usage. I had this with alpha 35 and now I have updated to alpha 36.
Seems like a GC.Collect is causing this. How can I avoid this? It makes for stuttering ingame.
Best regards,
Mikael
Re: Usage Spikes
Posted: Mon Mar 23, 2015 12:57 pm
by Ricardo Teixeira
Hello,
Interesting, we are not entirely sure if this is directly related to AT2 but it’s possible. We need some additional information in order to debug the problem.
• Amplify Camera Runtime values. (Screenshot)
• Is the problem only present in the editor or does it also affects builds?
Would it be possible to examine a sample project with the problem present? That would really speedup the debug process.
Thanks!
Re: Usage Spikes
Posted: Tue Mar 24, 2015 2:09 pm
by mikaelwallin
Ricardo Teixeira wrote:Hello,
Interesting, we are not entirely sure if this is directly related to AT2 but it’s possible. We need some additional information in order to debug the problem.
• Amplify Camera Runtime values. (Screenshot)
• Is the problem only present in the editor or does it also affects builds?
Would it be possible to examine a sample project with the problem present? That would really speedup the debug process.
Thanks!
I use the standard runtime values. Though I have a large scene I might be able to optimize these settings?
The stuttering affects builds aswell. It seems that your plugin calls GC.Collect which could mean that there is something in my application that makes the collect really slow. I have not encountered this in another project. The project I am working on is to large to just send over.
Re: Usage Spikes
Posted: Tue Mar 24, 2015 5:41 pm
by Diogo Teixeira
mikaelwallin wrote:I use the standard runtime values. Though I have a large scene I might be able to optimize these settings?
The stuttering affects builds aswell. It seems that your plugin calls GC.Collect which could mean that there is something in my application that makes the collect really slow. I have not encountered this in another project. The project I am working on is to large to just send over.
Hi Mikael,
I was able to replicate this in a nearly empty scene using one of our test virtual textures. You are right. We're definitely allocating way too many blocks memory during streaming, which seems to be triggering long GC collects:
Should be an easy fix, however. I'll be taking care of this first thing tomorrow and will make sure our next update no longer does crazy per-frame allocations like this.
Thank you for taking the time to report this.
Cheers
Re: Usage Spikes
Posted: Wed Mar 25, 2015 12:02 pm
by mikaelwallin
Diogo Teixeira wrote:mikaelwallin wrote:I use the standard runtime values. Though I have a large scene I might be able to optimize these settings?
The stuttering affects builds aswell. It seems that your plugin calls GC.Collect which could mean that there is something in my application that makes the collect really slow. I have not encountered this in another project. The project I am working on is to large to just send over.
Hi Mikael,
I was able to replicate this in a nearly empty scene using one of our test virtual textures. You are right. We're definitely allocating way too many blocks memory during streaming, which seems to be triggering long GC collects:
Should be an easy fix, however. I'll be taking care of this first thing tomorrow and will make sure our next update no longer does crazy per-frame allocations like this.
Thank you for taking the time to report this.
Cheers
Very nice! Looking forward to it.
Re: Usage Spikes
Posted: Wed Apr 01, 2015 11:20 am
by mikaelwallin
Did you fix this? If so do you have an estimate of next release or some way to release just this fix?
Best regards,
Mikael
Re: Usage Spikes
Posted: Wed Apr 01, 2015 12:27 pm
by Ricardo Teixeira
Hello Mikael,
Yes, I was about to contact you via email, we have a preview available.
Talk to you soon.