High GPU usage in Editor

I’m getting 100% gpu usuage in the Unity Editor while my scene is near enough empty. I don’t want my graphics card to be hammered this hard all the time for no reason.

I’ve spent a few hours researching with no results to show.

I’ve tried this:

Also tried switching to OpenGL & update graphics drivers, switching to lowest settings etc.

any other suggestions please?

I get 100% gpu useage from Unity even when Unity is not in focus, ie not the active window, when I'm viewing web pages or editing code in VS. I'm sure that Unity never used to do this in the past. I have a reasonably capable graphics card, a Nvidia 770M & 24gb system ram.

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9 Answers

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I know this is an old post and there’s a chance there’s some setting hidden somewhere in the editor to change the base frame rate of the editor but I could not find it.

I found a script by a champion called keijiro on github gist.
keijiro/FpsCapper.cs
I tried to link it but can’t add links for some reason.

I wont pretend to know exactly how it works but it does seem to control the entire editors frame rate (Scene View) instead of just the Game view.

To use it all you need to do is copy the script into your project folder.
Then go to Edit>Project Settings and there should be a section on the left labled FPS Capper where you can enable it and set a true target frame rate.

Took my GPU usage from 100% (and overheating) to about 40% at 80fps and everything seems to run smoothly. Hope this helps.

I’m having the same issue.
Whenever I move camera in scene view or change the GUI in any way GPU usage jumps to 90+%. I tried it in many versions of Unity and it did it in all of them even in empty objects.
I’m running RTX2080.
Newest drivers didn’t help and I don’t think uninstalling Hub is the best possible solution.

Same thing here, happening on Unity 2021, it's even stranger, whenever I right click on an empty scene in the editor the CPU and GPU usage skyrockets.

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Same for me. I run 3 1080 GPU cards and the two of the 3 running at 1700mhz - what’s going on Unity people

Before today, Unity ran fine. Though it started to lag and show high GPU usage when open and even maxing out my graphics card when moving around Editor windows.

A couple things I tried was to open Unity without the Hub open and also updating my graphics driver.
Since I did both of these at the same time, IDK which one solved it. But, my GPU usage is back to normal.

I do find it strange that this lag started happening out of no where today, this questions was posted the just other day, and more than 100 folks have followed this since then.

I’m using Unity 2017.4.28f1 on a GTX 1060 6GB.

Same thing here, Running Unity 2021 and whenever I right click on an editor window my CPU and GPU usage skyrockets, what gives?

I likewise experience high percentages of the GPU being utilized in the editor, but also for builts. I have looked into quality settings, lighting and vSync, but none of these make a difference. The GPU driver is also updated. So, is anyone closer to a solution?

Just to drop my 2 cents about this, since i’ve had the same problem, and resolution was kind of weird. Spent hours and hours on research about it and how its happening for me. My issue was so random, that no relation with hardware what so ever was possible. Sometime game would run fine for 2h, and sometime framerate would drop as soon as intro screen was playing. Just by accident, stumbled upon program called Nvidia Inspector and noticed Performance State monitoring there, and to my surprise…every single time framerate dropped and GPU usage went to 100%, GPU performance state changed to P8, and that is supposed to be used on Windows idle and lightweight GPU workload. After manually placing unity exe file into Full 3D Applications and compiled game binary, issue was gone.

Those GPU performance states are supposed to change automatically upon GPU load, but i guess something in windows is resetting it.

I don’t think this is related to Unity at all, something in Windows is triggering changes on GPU performance states and most likely what you see in editor and build is aftermath of that. I’ve never experienced this issue again after manually setting P0 states for unity editor and game build.

Root cause was never found, but my suspect is AMD platform, since i’ve switched to 5900X. On Intel platform, this never happened.

Idk, maybe this helps someone…

I’m using Unity 2021.3.3f1 - and when in the Editor, no matter what I set “targetFrameRate” to (e.g. 10) and no matter how little content I have in the scene, Unity is using up 11% of CPU (which is 100% of one of my CPU cores) and 50%+ of the GPU! (I’m on a super PC, 12th Gen Intel I7-12700K 3.6 GHz, with AMD Radeon RX 6600 XT, with 32 GB RAM).

On this PC, Unity will accomplish a GREAT DEAL of shading. But the issue here is that even when I give it NOTHING TO DO! (empty scene, Camera turned off! TargetframeRate = 10) - the GPU usage is still 50%!!! and CPU 11% (100% of 1 core)

I’d really like it if Unity didn’t HAMMER my GPU/CPU with NOTHING TO DO. WTH is it doing???

I’d also like the good feeling of knowing “I’m having it do ‘X’ which consumes 5% of my GPU” which then allows me to extrapolate.

Here’s a screen shot of the Profiler, showing CPU dedicated near 100% to OTHER TASKS, and GPU with NOTHING TO DO (I have camera turned off).

197155-unityp.jpg

But here is my Windows 11 Perf manager, showing CPU at 12% (100% of 1 core) and GPU at 37% (with NOTHING to do at all!).

Hints anyone?

NOTE -- I also just now updated to my latest Radeon 6600XT driver, to make sure this wasn't the issue. And this resolved nothing. High GPU usage inside Unity Editor remains. When I turn the camera on, to reveal a single quad, at 17 FPS (I set Application.targetFrameRate to 17) - the GPU is now 73%!!!! CPU 14%!! It's got almost nothing to do?? This GPU will handle rendering 20,000 animated instanced birds at 60 FPS, before the GPU goes to 100%... So why is it using 73% to do NOTHING.. ???

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The GPU Usage is about the same whether or not I set the "targetFrameRate" or not. Changing it to 17 FPS (vs. the 1000 FPS that defaults with my 1 quad scene) -- lowers GPU usage from 74% down to 69%- -- a small amount. NOTE: I also have VSync settings set to "Every VFrame" already. I also went into the Radeon Adrenaline control panel, advanced settings, and tried adjusting things here like "force VSync" or "Limit FPS to 60" -- nothing changed the outcome. This issue is frustrating and elusive.

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Also to note -- I'm using the Built-in Pipeline, not URP. (my tests with URP showed a drastic cut in FPS, so we're sticking with Built-in for now)

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ALSO to note -- this is an Editor-Mode only issue. When I do a Build/Run, it uses much less GPU (8% vs 75%, and CPU 1% vs 14%). It sure would be nice if the Unity Editor didn't hammer my PC/GPU each time I click "Play".

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did you found any solution

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Did anyone find a solution for this?