Also, why is does the basspass not return to initial cost when all items in the frustum are converted from Nanite? Now the nanite basspass and HW basepass are present in the timing with similar cost.
BUMP?
It’s impossible to profile when Profile GPU doesn’t work when new timings exist.
100% CPU usage is crazy but no indications of shaders compiling. It’s just a level using your default code.
Was scratching my head for hours wondering why i couldn’t access Metahuman directly from the engine even after installing all the plugins. I assume its just not available for mac currently?
It’s in insights. Do a tracing in editor or in build and open Unreal Insights Frontend to check the trace store to be able to open it. You’ll see data similarly presented as in MS Pix.
If I wanted to use insights, I would have used insights.
It’s a complicated mess with very little explanations on the basic stat gpu graph.
A good workflow is important for profiling. I watched the 3 live streams, many people found the way GPU profiler sorted the data easy to fast to use. It’s not our fault Epic has to keep track of their async bs to get anything running for a show. The profiler needs to come back, disable async on capture if needed. This is ridiculous.
If it’s somewhere in the 5.6 docs, then Epic needs to fix the keyword search.
Thanks for trying, my frustration is with Epic not you.
Looking at the output log I think the profile gpu log is far more manageable now than before. We’ve lost the ui, though that could have been spared.
Comparing the numbers from stat gpu, profile gpu and previous trace files I’ve never seen the same numbers, so I’ve been solely relying on pix because I can’t trust anything else. The gpu profiler 2.0 in insights now has similar look and functionality as pix, so it’s a welcome change. I specifically asked for a gpu profiler similar to pix.
You could spend a bit more time with insights to familiarize the new look of the gpu stats because it’s far better than what we had before.
Why is there still a large HW basepass timing when converting most of the assets to Nanite. The timings are supposed to transfer to the Nanite basepass(with some overhead) not double the cost of geo.
Well, I mean the hardware itself (on M3+) does have HWRT capability but unreal does not support it. And there is no info about it in roadmap despite the fact that it was supposed to be a work in progress as mentioned in som past talks. So rn im not sure what’s up since it is not even mentioned in platform section on the public roadmap.
I don’t frequent these forums much (as you can tell by how long it took me to respond ) so please forgive. Guess in my case, LTS stands for “learn to search” lol but it’s still good for each of us to throw our own perspectives into the mix.