95% GPU usage for even the simplest renders #1594
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robosushie
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Check the vertex count and the draw calls in the gl render info. In the worst case the card or the driver doesn't keep up. |
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Hi Please look at the sandbox
https://codesandbox.io/s/priceless-wu-3hjld?file=/src/App.js
This is the same scene without the monitors and it is showing 95% usage in
my PC with the default GPU
[image: image.png]
Regards,
Sushant
…On Wed, Aug 25, 2021 at 8:20 PM JonnyR ***@***.***> wrote:
Draw calls look fine. You might even be able to improve on that by some
measures (merging, instancing), but that really ain´t the issue here.
Triangles are relatively high, you could definitely improve on that, but
imo that ain´t the issue aswell. My app had 1 Mio triangles and is now on
constant 100k without issues. For me it seems like something might be wrong
in the code, like a setState in useFrame or smth? Can you share a Sandbox?
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Thank you for your reply, I am relatively new to using post processing in
threejs. I did not get like how can I implement post processing effects as
little passes.... Like should I use the native effect composer from threejs
effects library and control how the renderpass, copyshader and bloompass
are called?
Regards,
Sushant
…On Mon, 30 Aug, 2021, 13:19 —, ***@***.***> wrote:
looks ok on my machine (m1), i get full 60fps. could be the reflector in
combination with effects, because there will be some intense double
rendering. normally if you have a setup like that you would use raw
postprocessing and implement as little passes as you can. otherwise it
might just be your gpu that can't keep up.
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I have observed in my laptop, that when I remove both effects component and
reflective floor (and also all the other models in my scene), I still get only 36fps, (on full screen)

and If I have all the models and everything added to my scene with effects and reflective floor .. my fps drops to 20 fps

I agree that my gpu may not be able to keep up, but if it would have used
my Nvidia gpu instead of using the integrated graphics card, it would have
been able to handle it . I don't know why is this happening. The document
does says that by default power preference is set to high performance, and
even if I explicitly set it to high performance. Still it is not switching
to my performance graphics card
…On Mon, 30 Aug, 2021, 13:38 SUSHANT S SAMUEL, ***@***.***> wrote:
Thank you for your reply, I am relatively new to using post processing in
threejs. I did not get like how can I implement post processing effects as
little passes.... Like should I use the native effect composer from threejs
effects library and control how the renderpass, copyshader and bloompass
are called?
Regards,
Sushant
On Mon, 30 Aug, 2021, 13:19 —, ***@***.***> wrote:
> looks ok on my machine (m1), i get full 60fps. could be the reflector in
> combination with effects, because there will be some intense double
> rendering. normally if you have a setup like that you would use raw
> postprocessing and implement as little passes as you can. otherwise it
> might just be your gpu that can't keep up.
>
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Hi I am working on a 3D web design, I currently have a simple scene with a point light and a room which is draco compressed glb file (size around 4KB)
This is my scene
I have my Canvas setting to use high-performance GPU but what I am seeing is that it is using my integrated GPU instead of my Nvidia Graphics Card.
And my GPU usage reaches to 95% even without using EffectComposer
What can I do to mitigate this? I tried setting to on demand rendering but the issue is it is still using my Integrated GPU instead of the Nvidia GPU and just for the simple scene as the one above even with render setting to 'always' shouldn't use 95% of GPU
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