In the profiler I get spikes every couple of seconds in the gpu
It goes from 0-20 GPU MS to 60-140GPU MS in the render.opaquegeometry section
The game runs at 30-60fps in editor but because of the spikes it feells like 10-20fps
My scene consists of a few materials/textures (all use diffuse or bumped, textures are also very small)
the camera has bloom,noise,ssao,fisheye,and vignetting
the scene has many Meshes (around 15,000 , 7000 of which are unique meshes that are not lods))
All objects are static, I have batching turned on, also occlusion.
Spikes every couple of seconds sounds like garbage collection. If you’re looking at a static scene - not moving the camera, not moving geometry, not changing lights - and your framerate is spiking, then it can’t be rendering-related because the rendering workload is constant.
Thanks for your reply
But I have nothing moving everything is static except the camera, no scripts except a simple move script and image effects, and I have one light that does not move.
Also in the profiler in the spike areas all the items say 0.01 ms or around that but one item is 98 ms or some big number.
How do I fix garbage collection.
Its either I have a lot of meshs, or the image effects cause problems, or something else.
I’m seeing what I’m pretty sure is the same or very similar issue to what has been posted here. I am getting nowhere on this, and just wondering if anyone else has seen and found a fix to this. I have attached a screenshot of the scene and the profiler results. It consists of a few basic shapes, pro water, and some post-processing effects. This is a simple test to show the issue, but rest assured the issue arises in any scene configuration no matter how simple or complex. In this example, the average running FPS is 700+ but drops every 1-2 seconds to 500 with a very discernible jittery effect. I have another project with many more meshes and triangles on the screen which drops from 60-100 down to around 15 or 30 every 1-2 seconds with exactly the same behavior… Opaque rendering GPU ms jumps way up as does post processing. I could disable post processing, but it isn’t enough to save the performance.
I believe this issue is hardware or driver related because I see the issue on many commercial games in different engines. UDK/Unreal games are especially bad, but I’ve also seen the problem on Civilization 5 (this one is horrible), The Witcher, Gothic/Risen games, Drakensang, Diablo III, etc, etc, etc. The point of providing this information is simply to show that the problem exists in other 3d game apps, both older and newer, at all different quality settings from minimum settings to maximum, the result is always the same - at a regular and predefined interval, the jittering occurs. In between intervals, the game runs very smoothly. Occasionally, games will run smoothly for an extended period of time (30 seconds to sometimes multiple minutes), but the problem still comes back after a while on affected apps. Some games have no problem running at maximum settings, such as the Heist, with no jittering/stuttering.
I’m running this on a Sony laptop with an intel core i7-2720QM processor and nVidia GT540M card on Win7 Ultimate 64-bit. The drivers are all up-to-date as of this post (nVidia 301.27). I’ve checked other forums and other posts from developers and gamers with similar issues and I’ve barked up a lot of trees including uninstalling and disabling all kinds of software and drivers, rebuilding the OS, messing with the graphics card clock settings, quality settings, processor affinity, refresh rate/vSync settings, and others and there doesn’t seem to be a solid fix or reason for this. It’s almost as if a process runs routinely in the background that slows the GPU down, but I don’t know what it would be. I’ve run the nVidia monitor and basically see the same results from there in all games that have the issue.