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@frob Yes.I am trying to use PIX to find where the problem is. But,you know,I am a freshman in DirectX. So the process is a bit difficult for me.Could you please tell me some good tutorials about DirectX12 or PIX?Thank you again for this!
You shouldn't have to set an FPS limit from an end-user or anything like that. I suggested Sleep(1) to see what it does temporarily, because that should drastically stall everything related to your program and the GPU not receiving work to do. There usually isn't any reason to render faster than 12…
Just a wild guess, but a game written in DirectX8 will probably not make much use of multithreading, or does it? If not, I assume you have a PC with 8 threads? If so, the ~12% CPU-usage would mean your game is CPU-locked on one thread, meaning the GPU might be just idling for >⅔rds of the time w…
Today, I had the pleasure to interview Ian Deane.
Ian is the developer behind Mesh Baker, the famous Unity asset that lets you drastically reduce your draw calls so your game runs at substantially higher frame-rate.
Welcome Ian!
* Disclosure: some affiliate links here and there
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In this post, I'll show you how to know if your game performance is suffering from too many Unity Draw Calls and what to do about it. You'll be able to answer:
- What is a draw call and what will they do to your players?
- How do you know if you have too many draw calls?
- How can you reduce these dreadful …
It has a GPU in the form of drawing graphics. It was quite different from what you expect with today's 3D-centric graphics cards that handle dense point clouds and gigabytes of textures.
Mostly the system displayed 2D graphics, images that were scaled, flipped, and rotated. The system could di…