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device utilization % very high #11

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AdvanceYe opened this issue Jun 15, 2016 · 6 comments
Open

device utilization % very high #11

AdvanceYe opened this issue Jun 15, 2016 · 6 comments

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@AdvanceYe
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AdvanceYe commented Jun 15, 2016

hi Aralekk,
I found the device getting very hot when running this player(it once induce the system restart), so I analyze with xcode instruments GPU tool, and found:
renderer utilization %: 7082
tiler utilization %:70
86
texture count: 809
device utilization %: 74~89

maybe an issue? or is there any method to lower them? thanks a lot~

@terenzeyuen
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Just profiled with time profiler – CPU max 20-30% for me.

@Aralekk
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Aralekk commented Jul 15, 2016

I've raised the issue with the SceneKit team at wwdc and showed them CPU/GPU profiles, they'll be looking into it.
The issues seems to be with the spritekit SKVideoNode rendering using the metal renderer.
You can turn off metal rendering and use openGL which may improve things with the info.plist key "preferOpenGL" set to True

Hope to have some correction from apple soon

@waltermvp
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@Aralekk cannot find the preferOpenGL flag in the plist. Has is moved elsewhere?

@Aralekk
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Aralekk commented Oct 13, 2016

the actual flag is "PrefersOpenGL" :) sorry for the typo

@waltermvp
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@Aralekk thanks for the reply but i dont think the latest version contains that. Is it in the main info.plist?

@waltermvp
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Also when I manually changes to OpenGL in the storyboard i only got black screens

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4 participants