I am getting very high CPU usage in my packaged game. When it first launches, the scene is just a plane in an empty scene with nothing else, and this is using PixelStreaming. I am getting 80% CPU usage on ~20 out of 32 cores on my PC, even though the scene is mostly idle and there are no clients viewing the stream.
Also, I am getting these results when the FPS is capped at 10, but when it is uncapped, I am getting 60% CPU usage on ~20 out of 32 cores on my PC. How can I be getting higher CPU usage when the frame rate is lower?
I can see that the vast majority of the CPU time is being done in TaskWorkerIsLookingForWork and WaitForTasks, are they meant to consume CPU resources?
TaskWorkerIsLookingForWork and WaitForTasks
as a rule is talk about waiting for the renderer thread to render a frame.
At the first launch, shader compilation probably occurs, it loads the processor very heavily. Is there a Shader Compile Worker process in the task manager by any chance?
@PREDALIEN No, this is while running the packaged game, and this is a capture of a virtually empty scene (it’s just a camera looking at a plane) well after it has been launched.
Just did a test of the project with -corelimit=1 as a launch parameter. Our product processes a bunch of 3d data in parallel and displays it to the user (think gigabytes of data). I observed in profiling that limiting the cores to 1 makes it FASTER to run our processing, and I assume it’s because the CPU is no longer tied up doing who knows what.
Really need to figure out what is going on with this CPU usage.