profilegpu not accurate?
profilegpu not accurate?
My scene says 28.88 ms on the gpu.
Yet profilegpu says 16.91 ... Am i missing something?
asked Sep 25 '15 at 12:40 PM in Bug Reports
So when you profile your GPU, it is essentially taking a screenshot of your scene at that moment, and compiling all the rendering information into a report. When it comes to accurately profiling your scene and your GPU, you will want to uncheck the Smooth Framerate option in your projects settings, and test against a standalone window launch. You will also want to make sure you are not running a lot of processes so you are testing against maximum performance of your computer as well.
Below is an example of a scene I have in my test bed project to show an example of this process. I am testing in my viewport which is why my numbers aren't exactly matching. However my numbers to not differ to the same degree as you are reporting.
Scene Stat Unit Graph
Here you can see the my individual times for each call using the Stat Unit Graph. We are going to compare this to our other numbers generated by the GPU Profiler.
Notice how these numbers added together are very close to my Frame and GPU time. This is giving me accurate results.
I am reporting about the same across all fronts. Keep in mind, when you move you camera across the scene, the number of objects and calls will differ therefore changing the report you will generate after profiling the GPU. A typical workflow when profiling is to navigate to various spots (most performance heavy) and optimize at those points. In turn, this will allow your already optimized areas to render cleanly as well.
For further information on Profiling the GPU and understanding the concepts please take a look over our documentation below.
If you have further questions please let me know.
answered Sep 25 '15 at 03:13 PM
Would you mind providing me with some screenshots like the ones I showed in my answer?
You are right in that the draw calls are on the CPU. I could give you a whole bunch of information right now, but I feel you would benefit more from reading the documentation links I have provided. It will answer all of your questions as well as provide you with some help on how to troubleshoot your streaming textures.
If you have texture streaming disabled, this means your texture pool is constantly full. "The texture streaming system is multi-threaded and priority-based. When using a texture pool (i.e. on consoles), it will not stream out a texture until that memory is needed by another texture with higher priority, which makes texture quality more stable and prevents unnecessary disk access.
The priority of a texture is primarily based on distance but it also takes other factors into account, such as time, wanted resolution, and whether it is forced (flagged to be fully streamed in).
The system periodically calculates two values for each streaming texture: the wanted number of mip-levels and the priority. It then sorts all textures based on their priorities and tries to make sure that all textures have at least the number of wanted mip-levels in memory, starting with the texture with the highest priority. If a texture needs to stream in more mip-levels and there is not enough memory available at the time, it will start to stream out mip-levels from low-priority textures and try again next time."
Let me know if you are still having trouble and I will be glad to help.
answered Sep 25 '15 at 05:13 PM
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