High CPU usage after graphic card drivers update

  • #1, by PaupasiaTuesday, 21. June 2016, 15:25 4 years ago
    Hi!
    I have a weird problem that won't let me work with Visionaire.
    After updating the graphic card drivers, Visionaire uses over 50% of my CPU.

    My PC spec:
    Graphic card NVIDIA GeForce GT720 2 Gb
    RAM 3 Gb
    Processor Intel Core 2 Quad 2,40 Ghz

    The strange thing is that if I work in visionaire in TAB "properties or Actions etc etc" the CPU consumption is around 2%,

    but when I move under the TAB "scene objects" to work on the scene and enter the instructions.... the CPU goes up to 50% and there remains until I move to another menu that does not contain images!

    All the others programs goes fine, only Visionaire get mad and I don't know what to do.

    I've reinstalled Visionaire 4.2, then 4.2.5, then reinstalled Microsoft Visual C++ 2012.... nothing...

    Please, I need help...





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  • #2, by afrlmeTuesday, 21. June 2016, 15:59 4 years ago
    Nvidia! Can you not downgrade to the last gpu update? I had issues after updating my amd card in windows 10 up to the latest drivers. Well I had issues with windows 10 in general & ended up doing a clean install of windows 8.1 instead & then I used a prior installation file I already had on my laptop for the gpu drivers which I knew worked ok.

    I believe VS is a bit hit & miss with nvdia cards. Should work fine for the game itself, but for some reason it can suffer from memory leaks with the editor. Hopefully that'll be resolved with the new GUI version of the editor.

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  • #3, by PaupasiaTuesday, 21. June 2016, 16:43 4 years ago
    Thanks Lee! I hope so grin
    Yes I can downgrade the drivers, I must download them from the site (It's kinda messed up doing it with Nvidia, but I can) grin

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  • #4, by afrlmeTuesday, 21. June 2016, 17:04 4 years ago
    All good then. I wasn't sure if you could as I've not used any nvidia cards before. Only chipset or amd thus far.

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  • #5, by PaupasiaTuesday, 21. June 2016, 17:11 4 years ago
    I hope ahah! grin
    I used to use AMD and I wanted to try nvidia, but honestly the computing speed of AMD is superior to Nvidia at least for programs eheh (I agree with you for games is better Nvidia) grin

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  • #6, by PaupasiaMonday, 27. June 2016, 17:45 4 years ago
    Update: no way....
    Unfortunately now even old updates do not work, the CPU remains at 50%.
    To get the CPU to 25% in Vis Editor I had to install the drivers released on 2014... and I'm not at all happy about this. I want my graphic card updated.
    I wonder if developers can understand the reason for this problem.

    When I first installed the Nvidia driver updates, Visionaire would crash when opening. Looking in the Event Log of Windows 7, I found this error code

    http://images.siteface.net/siteface//tmpDirs/243DADCBA5A0EE1C1497D58D578D0A24/1_Visionaire_error.jpg

    Next... reinstalled the drivers update:

    Visionaire Player works fine, I have only this one line that does not convince me
    "no uniform pass in shader"

    Visionaire Editor works using 50% of my CPU only in TAB that contain or may contain images (OBJECTSCENE, CHARACTERS, ANIMATION etc)

    Searching in the Visionaire Editor Log file I've found this

    17:40:44: Initializing COM...
    17:40:44: OK.
    17:40:44: Loading 'C:\Program Files\Visionaire Studio 4\xml/language.2.english.xml'...
    17:40:44: Loading 'C:\Program Files\Visionaire Studio 4\xml/images.xml'...
    17:40:44: Loading image-list "etypedata"...
    17:40:44:
    17:40:44: Log file for Visionaire Editor 4.2.5, full version (Build: 1185)
    17:40:44: Current date: 26.06.16 17:40
    17:40:44: -------------------------------------
    17:40:44: Loading 'C:\Program Files\Visionaire Studio 4\xml\structures.xml'...
    17:40:44: Loading 'C:\Program Files\Visionaire Studio 4\xml\actions.xml'...
    17:40:44: Loading 'C:\Program Files\Visionaire Studio 4\xml\actionParts.xml'...
    17:40:44: Finished sorting action parts.
    17:40:44: Loading valid links...
    17:40:44: Successfully loaded 'xml/validlinks.xml'.
    17:40:44: 0(42) : warning C7011: implicit cast from "int" to "float"
    0(42) : warning C7011: implicit cast from "int" to "float"
    0(42) : warning C7011: implicit cast from "int" to "float"
    0(42) : warning C7011: implicit cast from "int" to "float"
    0(132) : warning C7011: implicit cast from "int" to "float"
    0(132) : warning C7011: implicit cast from "int" to "float"
    0(136) : warning C7011: implicit cast from "int" to "float"
    0(136) : warning C7011: implicit cast from "int" to "float"
    17:40:44: 0(42) : warning C7011: implicit cast from "int" to "float"
    0(42) : warning C7011: implicit cast from "int" to "float"
    0(42) : warning C7011: implicit cast from "int" to "float"
    0(42) : warning C7011: implicit cast from "int" to "float"
    0(132) : warning C7011: implicit cast from "int" to "float"
    0(132) : warning C7011: implicit cast from "int" to "float"
    0(136) : warning C7011: implicit cast from "int" to "float"
    0(136) : warning C7011: implicit cast from "int" to "float"
    17:40:44: Fragment info
    -------------
    0(42) : warning C7011: implicit cast from "int" to "float"
    0(42) : warning C7011: implicit cast from "int" to "float"
    0(42) : warning C7011: implicit cast from "int" to "float"
    0(42) : warning C7011: implicit cast from "int" to "float"
    0(132) : warning C7011: implicit cast from "int" to "float"
    0(132) : warning C7011: implicit cast from "int" to "float"
    0(136) : warning C7011: implicit cast from "int" to "float"
    0(136) : warning C7011: implicit cast from "int" to "float"
    0(117) : warning C7011: implicit cast from "int" to "float"
    0(118) : warning C7011: implicit cast from "int" to "float"
    17:41:09: Serialization finished. Needed time: 136 ms
    17:41:09: SetupParents finished. Needed time: 3 ms
    17:41:09: SortLinks finished. Needed time: 18 ms
    17:41:14: Script local label
    if useTableToolbar then label = "#ScenesAndMenus" else label = nil end
    objectList("VisOb took 921 ms
    17:41:14: Using Framebuffer with texture.


    The warning lines also were present before the upgrade.
    It seems that this has revealed a problem that now, even doing the downgrade of the drivers, does not disappear.
    I also noticed that the massive CPU usage occurs when invoked from visionaire the command "using framebuffer with texture"

    All this can help you understand how to solve my problem?



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  • #7, by afrlmeMonday, 27. June 2016, 18:07 4 years ago
    Not me personally, no. Will probably help Simon help you though. wink

    In regards to the error "no uniform pass in shader", I get the same error too since 4.2.5 or maybe it was since the version before - I forget. I wouldn't worry about that one though as it's just a warning rather than a critical error.

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  • #8, by PaupasiaMonday, 27. June 2016, 18:29 4 years ago
    Thanks Lee, I'll wait an help from Simon, hoping he understand the problem, I guess I'm not the only one with an Nvidia card grin
    About the error I agree with you, because the Player works fine grin

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  • #9, by SimonSTuesday, 28. June 2016, 16:31 4 years ago
    The issue with the constantly recreating framebuffer is known and I thought it's fixed in 4.2.5. The "no uniform pass in shader" is not an error. Also the warnings in the log are okay. So I can only postpone this to the new gui which will fix a lot of problems grin

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  • #10, by PaupasiaTuesday, 28. June 2016, 19:22 4 years ago
    Thanks Simon, I understand grin
    I hope that the release date of the new gui is near grin

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