GPU Usage


Addicted

 

Posted

Hello Community,
I'm trying to understand game performance and gpu usage in general and in particular with this game.
I currently have a gtx 580 coupled with an i5 cpu overclocked to 4.0ghz and notice that I lag considerably when gpu usage dips from the high 90%'s to 40's-50's.
Does the usage only dip when theres a bottleneck present ? What could be causing this ?


Don't be a mindless farm toon, we may need you on a non-soft SF someday. =)

 

Posted

Quote:
Originally Posted by Addicted View Post
Hello Community,
I'm trying to understand game performance and gpu usage in general and in particular with this game.
I currently have a gtx 580 coupled with an i5 cpu overclocked to 4.0ghz and notice that I lag considerably when gpu usage dips from the high 90%'s to 40's-50's.
Does the usage only dip when theres a bottleneck present ? What could be causing this ?
Question: what utility are you using to view your GPU load?


 

Posted

EVGA Precision


Don't be a mindless farm toon, we may need you on a non-soft SF someday. =)

 

Posted

I took your suggestion. GPUZ gives the same % for usage, but as you say the other has been known to cause problems.
What is causing my GPU usage to be low in the 40's and is this ever normal or common ?
If anyone can, please try and explain gpu-useage in general w/ this game. Is 99% ideal in CoX ? Is a dip in the 40's ever normal? Does this always mean a bottleneck?
Thanks so very much.


Don't be a mindless farm toon, we may need you on a non-soft SF someday. =)

 

Posted

Quote:
Originally Posted by Addicted View Post
I took your suggestion. GPUZ gives the same % for usage, but as you say the other has been known to cause problems.
What is causing my GPU usage to be low in the 40's and is this ever normal or common ?
If anyone can, please try and explain gpu-useage in general w/ this game. Is 99% ideal in CoX ? Is a dip in the 40's ever normal? Does this always mean a bottleneck?
Thanks so very much.
Okay, now that we've eliminated Evga Precision as a potential problem, onto what could be going on.

What it sounds like is a Pipeline stall: http://en.wikipedia.org/wiki/Pipeline_stall // http://en.wikipedia.org/wiki/Hazard_...rchitecture%29

Now given that you have an Nvidia graphics card my gut reaction would be that the card is overheating and is dropping clocks and/or stalling instructions to take a moment and cool off, so we'll start with a potential problem with overheating.

Download and run the The Unigine Heaven 2.5 benchmark using the OpenGl API.

This will tell us if the problem you are experiencing is game-specific, or if it is API / Driver specific.

If you get the same halts while running Heaven 2.5 in OpenGL mode, then we'll know that the problem is not with City of Heroes, but with either the Nvidia driver in use, or a generalized OpenGL rendering issue.

If you do not get the same halts while running Heaven 2.5 in OpenGL mode then we'll know that the issue is related to the City of Heroes client.

* * *

Oh, and just so I'm not dodging your specific question:

Overheating Nvidia graphics cards is fairly common. I'm not going to go into the whole www.nvidiasettlement.com thing again since I've done beat that horse into the ground.

As far as I am aware to your specific issue of the game halting and the GPU stalling, there are no outstanding issues that I'm aware of in either the game client or the Nvidia drivers that would cause this stalling to occur.

* * *

As to your last question about what is a good GPU load... that's a really hard question to answer as the answer itself depends on a knowledge of how chips are physically built.

http://boards.cityofheroes.com/showp...31&postcount=6

Quote:
All processors, be they central processing units (CPU's), graphics accelerators (GA's), graphics processing unit's (GPU's), network processing units (NPU), sound / audio processing units (SPU / APU), and even Physics Processing Units (PPU's), all have defined maximum clock-speeds. Outside of direct user-intervention, such as increasing the voltage to the processor, or increasing elements of the processor's timing mechanisms, this means there is a hard-cap to the amount of work that any individual processor can accomplish.
http://boards.cityofheroes.com/showp...01&postcount=4

Quote:
All consumer processors are sold by maximum enabled clockspeed. You buy an AMD processor at 2.8ghz, you expect it to run at 2.8ghz. You buy an Intel processor at 2.8ghh, you expect it to run at 2.8ghz. You buy a RadeonHD 5850 at 850mhz, you expect it to run at 850mhz. You buy a GTX 480 at 700mhz, you expect it to run at 700mhz.

The maximum clockspeed also means there is a hard-limit to how many instructions a chip can possibly compute at one time, also known as instructions per clock, or I.P.C. The hard limit of any chip's I.P.C. means there is a hard-limit to the amount of work a processor can accomplish.
With the chip's physical boundaries laid out we then get into actually feeding instructions to the chip. This is where the driver-developers get to have their fun.

One of the job's driver developer's have basically consists of optimizing the compiler to send as many instructions as possible and get as close to the physical cap limits as possible.

If your software product generates a low amount of data that requires rendering instructions, it's very easy for the driver-compiler to get all of the instructions into the processor without having to run at full clock speed.

This is why many modern graphics cards have a 2D rendering mode and a 3D rendering mode. There's no point to the graphics card running at full clocks if all of the functions can be met within the basic clock-speeds.

This is also why GPU-load indicators may or may not be accurate. A GPU-load indicator, in most cases, can only tell you that the processor is active. There is no real way for a Load-indicator to measure how much data is actually being processed.

For example: if you are sitting still and staring at a wall, the texture for the wall, the shaders for any shadows, and the lighting calculations have already been accomplished. All the GPU has to do is just update the frame-buffer with the image of the wall. A GPU-load indicator could indicate that the GPU is very busy as it refreshes the frame-rate as fast as it can... or it could indicate that the GPU is doing nothing at all since no new information is being fed into the GPU and all the GPU is doing is just updating what it has already processed.


 

Posted

Thank you for such considerable and informative information.
I didn't know what settings to choose with the Heaven Benchmark. I don't think I can upload the jpeg with the actual results so I'll type them in.
OPENGL
FPS 56.3
Scores 1418
Min FPS 16.8 Max 111.5 1600x900 Windowed Mode 4xAA, Shaders-High, Textures-High, Filter-Trilinear, AF-4x
Occlusion, Refraction, Volumetric-Enabled, Tesselation-Normal
The GPU usage meter from gpuz was mostly @ 98%, it did go as low as 96% once. Inbetween scenes the gpu usage dropped for a second or two when no visual was displaying. But was always at least 96% during the actual visuals.
Also, temp topped off at 79degrees celcius w/stock cooling.


Don't be a mindless farm toon, we may need you on a non-soft SF someday. =)