Gpu/Engine performance Explanation
Hi everyone
The last couple of hours I was playing around with the engine and I've got some beginners questions regarding game engine in general and gpu rendering.
My visual studio gpu diagnostic tools doesn't want to start so I used gpu-z to monitor my gpu.
I use the tutorial Pathfinding, and add more characters to it (around 3350, just do a loop instead of chrs[0], and add more warriors into world).
When running the game, my cpu is used at an average of 35/40% (i7 4720HQ) and use around 300Mb of ram.
My GPU memory is at 500 Mb (gtx970m 3GB), with a GPU load of 50%, Bus interface load 6%, Memory controller load 34%.
Here is my questions :
What does the gpu load stand for ? I mean, if gpu load is at 100%, is that a driver overhead ? Or can I have a driver overhead without using it at 100% ?
(For what i research, driver overhead appear when to much drawcall are done, so having to much draw call doesn't mean that the gpu is totally in use, right ?)
With 3350 character at screen, I'm having like 15 fps, Why ? Since I'm not using all my gpu/cpu/memory, does it come from the main game loop / the engine itself ?
Also, I was able to run more than 1500 characters without any fps drop/lag, i guess that hardware instancing is enabled by default, but do you have a recommandation so I can do it "the right way" ? The character class is pretty usefull, but does it use some c++ pattern, like flyweight for example ?
I had the opportunity to have a quick overview of cuda/opencl during a mathematical project, it's pretty amazing, but I don't know exactly how it works and how to properly use it in game development. Is it possible to use cuda to speed up some part of the game ? According to you, wich part (form a Real Time Strategy game) ?
Thanks for your time, and good night =D
(This post was last modified: 11-01-2015 02:52 AM by NewBorn.)
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