Immense Lag on Water (& Other GPU Related Activities)

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  • #2690
    John M.
    Participant

    The sandbox I built was for a 3rd party. I recently went to see it again, and discovered that the water simulation was incredibly laggy. I did some testing with my rudimentary Linux knowledge and I found that the GPU (which I believe is a GTX 1660) was being utilized, but it was performing extremely poorly in any benchmarks I ran, getting down to 3-2 fps in GPU intensive tasks.

    One thing to note is that the 3rd party placed the computer directly underneath the sandbox. This caused sand to get inside, but it did not seem to affect thermals too greatly. I cleaned it out, but it still could be causing issues that I’m unaware of.

    If anyone thinks they know of any potential solutions that’d be greatly appreciated! Anything would help. I don’t currently have access to the computer, but I’ll be sure to try anything when I next have it. Thank you to everyone in advance!

    #2691
    robbo
    Participant

    I may be wrong here, but I think the water part of the simulation is CPU heavy and has no built in limit to how much a user can add. It can easily overwhelm even the beefiest of computer builds.

    One way to deal with this is to increase the evaporation rate in the command line when you start the program. If you make it aggressive it’ll dry out the map pretty quickly. It’ll be up to you to see what works best for your users. I’m assuming their aware they can add water by using the hand gesture so even if the evaporation rate is high they can still add enough to find the simulation useful. This can at least reduce slow-downs. You can also change the amount of reflections in the water and a few other settings and see if that helps.

    Another way is to add an arcade button that can “drain” the water. Possibly in conjunction with a little sign that says “If program is slowing down, press and hold me to remove some water.”.

    There’s a few tutorials on this forum that can show you exactly what I’m talking about if you do a little search for them. I’ll check back when I have more time and see if I can dig them up for you if you’re still having trouble.

    #2694
    Sean Robinson
    Participant

    @robbo The water simulation is mostly handled in the GPU, thus the need for 3D accelerated cards like the Nvidia models. The CPU handles only a small part of the sandbox, mostly shepherding data in and out of the GPU. But, I like your idea to check the amount of “water”.


    @john-m
    How much water is added before the framerate drops so low? Or is the framerate low even with little water?

    And is the computer a laptop or desktop?

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