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What does present cover in the profiler


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If we have a world where the engine is spending most of it's time in present - what should we look at to start optimising?

 

High present time means there exists a GPU bottleneck. There are several common GPU bottlenecks:

 

* vertex processing: reduce number of polygons in the scene by creating lods or occluder geometry.

 

* pixel processing: set up medium quality for shaders, reduce textures resolution, set up fade distances for lights and shadows.

 

* framebuffer and memory operations: reduce render targets size (shadow maps, reflections size, screen resolution, antialiasing), reduce scene overdraw by art optimizations, reduce texture size or compress textures in case if uncompressed are used.

 

There is a set of checkboxes in Unigine Editor (Tools window > Render tab > Force and Skip sections). By checking these boxes you can find out which type of GPU bottleneck do you have.

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High present time means there exists a GPU bottleneck. There are several common GPU bottlenecks:

 

* vertex processing: reduce number of polygons in the scene by creating lods or occluder geometry.

 

* pixel processing: set up medium quality for shaders, reduce textures resolution, set up fade distances for lights and shadows.

 

* framebuffer and memory operations: reduce render targets size (shadow maps, reflections size, screen resolution, antialiasing), reduce scene overdraw by art optimizations, reduce texture size or compress textures in case if uncompressed are used.

 

There is a set of checkboxes in Unigine Editor (Tools window > Render tab > Force and Skip sections). By checking these boxes you can find out which type of GPU bottleneck do you have.

 

Thanks - I was afraid you were going to say something like that. We do tend to shovel a *LOT* of stuff into the engine. It does a pretty good job of keeping up, we like this about unigine.

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