qqdarren Posted June 12, 2015 Share Posted June 12, 2015 I'm adding a VolumetricLightScatteringPostProcess on mouse click, and there is a noticeable screen flash when I do this. It is the screen going all black for one frame. I am actually adding two of them (one each to two different meshes), and the flash is longer (at least twice as long). (So I tried adding some more, and it gets longer and longer - but the FPS is plummeting by this point, so harder to be objective.) Previously I was actually adding them at app initialization, with decay set to 0, then just setting decay when they were needed. But I realized they still use CPU in that case, so I am now not creating the object until it is needed. BTW, the CPU load is quite significant: I'm getting 45 to 55fps before, then with one VolumetricLightScatteringPostProcess added it drops to 30-35fps, and with two of them it drops to 18-22fps. (i.e. 50 -> 33 -> 20) (Not a problem as they only run for a few seconds; but it is a problem if they run all the time.) So, my first question is if the screen flash is a bug that can be fixed, or just tough? And, if tough, is there a way to pre-create the objects (so I can have the screen flash when it does not matter), but still not have them use any CPU until I am ready?P.S. I guess I mean GPU, not CPU, as according to 'top' the load average does not change, nor do the CPU% shown by Firefox or Xorg. But when I add the effect the FPS goes down and the CPU core temperatures go up!! I'm developing on a nothing-special notebook, i7-4702MQ with integrated Intel HD Graphics 4600. julien-moreau 1 Quote Link to comment Share on other sites More sharing options...
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.