romain.janil Posted November 23, 2021 Share Posted November 23, 2021 Hi, i have this big and higly detailed landscapeTerrain (~50km*50km but this is only quarter of target extent) with many (hundreds in order to cover all area each clutter being between 2 or 4 km or less for grass impostors) clutters under it (so intersection is enabled), clutters have some grass impostors under them too. I understand it can take sometime to plant them around observer, but I'm experiencing some editor freeze every time I switch focus to another application and go back to Editor, even if all clutters seem to have fully loaded already: it can take then several dizains of seconds or even minutes to get Editor interactive again. If I hide/desactivate all clutters (or leave only a few), freeze disappear. Any idea how to get rid of this annoying behavior (beside masking clutters)? Link to comment
silent Posted November 23, 2021 Share Posted November 23, 2021 romain.janil Maybe OS is moving Editor's memory to swap and when you get back to it again it's slowly copying all the required swap contents to RAM back again? Can you record video of this behavior with Task Manager and Performance tab (Memory section)? We need to reproduce at least similar issue on our side in order to be able to understand what's going on. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
romain.janil Posted November 23, 2021 Author Share Posted November 23, 2021 sure I'll do that asap Link to comment
romain.janil Posted November 23, 2021 Author Share Posted November 23, 2021 here we go (originally it's 4k downed to hd) it seems that the gpu (here it's a titan RTX 24G, but it's the same with a RTX A6000 48G) is loosing hand and crawl to get back it's context (cpu RAM is steady) 2021-11-23 11-34-49.mp4 Link to comment
romain.janil Posted November 23, 2021 Author Share Posted November 23, 2021 and without clutters, with just regular nodes (lots of them for buildings and so on), btw when focus gpu is working 100% it's 60+ fps in both cases 2021-11-23 11-54-42.mp4 Link to comment
romain.janil Posted November 23, 2021 Author Share Posted November 23, 2021 maybe some more details: these are meshClutters not WorldClutters (node refs) (nor clusters) and obviously they all are masked by landscapeTerrain masks. Same thing for parented grassImpostors, also masked by terrain masks... on a side note will it be possible to use node WorldClutters with landscapeTerrain masks some day ? Don't know how it would behave performance wise (maybe better...) but it's really more convenient workflow-wise to edit and tweak. Link to comment
werner.poetzelberger Posted November 23, 2021 Share Posted November 23, 2021 just a q romain: obs is nice, have you tried Windows+G ;) Link to comment
romain.janil Posted November 23, 2021 Author Share Posted November 23, 2021 windows+G only shoot one window at a time, obs let you get anything with very little loss of perf footprint 1 Link to comment
silent Posted November 24, 2021 Share Posted November 24, 2021 Thanks for the video. Looks like OS / driver doing some additional work when window is being minimized. We would be able to look at this only after 2.15 + hotfix release - more likely in the 2022. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
romain.janil Posted November 24, 2021 Author Share Posted November 24, 2021 Hi yes thanks Link to comment
romain.janil Posted November 24, 2021 Author Share Posted November 24, 2021 @silent by the way, are there any obvious reason worldClutters (or clutters with node ref) are not possible with landscapeTerrain mask system? just for info. Link to comment
silent Posted November 24, 2021 Share Posted November 24, 2021 WorldClutters as well as WorldClusters are not giving any performance over the regular basic NodeReferences and causing spikes on loading in most cases. Only MeshClusters / MeshClutters are currently can be used for optimization purposes. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
romain.janil Posted November 24, 2021 Author Share Posted November 24, 2021 ok I guessed so thanks Link to comment
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