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Performance monitoring

Robo
Guest
Quote
2020-01-21 14:59:52

I wanted to monitor the performance cost due to very large height maps and other things in my game but as yet unable to see much of a difference from low demands to high.

I went to task manager and watched the single CPU core run at almost 100% all the time whether it be doing next to nothing or running 1 million polygon height map... so this method didn't really work for me at all... its not very telling at all.

Next the frame per second of course will show when it gets bottle necked and slows down but the FPS only shows in a windowed environment and the FPS behavior available doesn't quite match it but can still use that one in full screen.

I really wanted a more accurate way to see performance costs in using CC - any other ideas anyone ??


count2rfeit
Registered User
Quote
2020-01-21 20:25:06

the only other thing I use is to watch the timeMs as the scene runs.. the number goes up as the fps goes down

every few seconds do something:
var timeMs = new Date().getTime();
print (timeMs);


Robo
Guest
Quote
2020-04-17 03:52:34

For CPU, GPU, RAM & HDD loading this program work well:

https://www.moo0.com/software/SystemMonitor/download/free/


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