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Oleg
Oleg

Excessive CPU usage when working with 'Scenes and menus' (v 3.6, build 1137)

10/02/2011, 12:55
Hello. I've noticed that when I'm editing game scenes, after some time the editor starts to constantly consume 100% of CPU core time, even when I'm doing nothing. The only way to lower CPU usage is to switch away from the 'Scenes and menus'.

It's somewhat annoying, because my notebook gets very hot, and its fan gets very fast and noisy, and I have to switch the notebook to the power saving mode to calm it down.

I'll be glad to provide any additional info if needed.
 
Alex
Alex

RE: Excessive CPU usage when working with 'Scenes and menus' (v 3.6, build 1137)

10/02/2011, 17:49
When the cursor is over the scene the scene is updated and drawn as often as possible. That's why it uses one core up to 100%. When you move the cursor out of the scene it will not be updated anymore.
 
Oleg
Oleg

RE: Excessive CPU usage when working with 'Scenes and menus' (v 3.6, build 1137)

10/02/2011, 21:08
Thanks for the tip, Alex. Now I see it really works like you say.

Still I'm pretty sure that sometimes it uses 100% no matter where the cursor is, even if I switch to some other program.

Anyway, I consider this to be a bug, as I don't see any reason why the scene should be updated as often as possible, especially when there are no visible changes.
 
Nigec
Nigec

RE: Excessive CPU usage when working with 'Scenes and menus' (v 3.6, build 1137)

10/02/2011, 22:25
must admit I find it abit excessive, I can instance 3D objects (field of grass) in rendering software and use less CPU power
 
Marvel
Marvel

RE: Excessive CPU usage when working with 'Scenes and menus' (v 3.6, build 1137)

10/02/2011, 22:50
I must agree... the performance of the editor is not perfect. Vis 2.8 used some other technic which was very quick and effiicient... and i think we should urgently work on the performance of the current editor. wink
 
Oleg
Oleg

RE: Excessive CPU usage when working with 'Scenes and menus' (v 3.6, build 1137)

10/04/2011, 20:11
Why not use a timer? I mean, re-render the scene, say, every 50 ms. Or is it the rendering algorithm itself which is slow?
 
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