I was wondering if I'm doing something wrong? I'm using the same technique as everyone else to make a light effect but just 1 sprite around the player eats between 10-30% of the CPU. Is this normal?
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Hello —
my name is Eleanor, a Construct 3 user,
What's eating the CPU might be the debugger,
to get a better idea of what'S taking CPU ressources, use the CPU profiler
Bestwishes,
Eleanor Jacques-Morel
It's draw calls, as that one goes really high. It's also why I thought I was doing something wrong. Or maybe it's just a side effect of all the filters and stuff?
Does the machine you are running the preview on have a dedicated GPU?
Rendering workload is else handled by the CPU, explaining also why estimated GPU utilization is unavailable.
My main PC is a desktop running an i7 7700 and a Geforce 1070. My laptop is an i7 ~8000-something with Intel Graphics and it seems to be the same for both of them. Perhaps it's using the CPU only in both cases? Is there a way to check this?
Dunno if this screenshot might help. It was taken on my desktop:
Attaching pictures on this forum seems utterly broken, so here's a link in case it doesn't work:
dropbox.com/s/puwd1thvtfgog1l/2020-05-09%2016_14_02-Solaris%20Exploratio.png
Would it be possible for you to share a stripped down c3p?
Cheers
At the moment it's not a game, just me trying out different tricks and features so here is the file:
dropbox.com/s/8bra0bbogfqs213/noise06%20%28copy%29.c3p
I got 6.5% CPU usage and 0.4% GPU usage, running on a Ryzen 7 1700X + GeForce GTX 960.
The main CPU load is caused by draw calls 4.2%.
Setting the solids + sprites layer to initially invisible is reducing the draw call load.