What does “GPU usage high” mean.
Are you actually GPU limited, such that the frame rate is limited?
If so, are you pixel shader or vertex shader or texture read bound?
You might start looking into this using the built-in diagnostics tools:
If the “high GPU usage” is just some percentage value that goes from A to B in some control panel, and nothing really changes in your game, then it’s unlikely to
matter
be easy to debug
Also, is this when “play in editor” or when running the packaged game?
This is when I play in editor, my GPU reads 50% usage which is weird for widgets. But when I check the GPU on the editor side it, it doesn’t seem to make much of an impact at all.
No frame drops, no serious repercussions. Trying to make my game mid-grade PC friendly
Thank you for the link, I will read this right now.
Anything can have an impact on a GPU. For example, a very high resolution image without MIP maps, will cost a lot more to render even when it is small, than an image that has proper MIP maps.
That being said – I would be very suspicious of any “tuner tool” measurement of “GPU Load.”
What matters is frame time within Unreal Engine for the packaged game, mostly, and a little bit what frame time you get in the editor (because you need to keep working with the editor, and low frame rate isn’t all that helpful for editing …)
Wow this is very helpful, I will redesign my widget textures and do my homework on those maps.
Also it turns out a couple assets I got from the market place (one I got for free so whatever) but the OTHER one was sold to be 2k textures but had the base of the mesh as a 4k texture.
So I had a few things in my scene that were actually 4k textures, significant improvement after replacing those meshes.