I spiked at 88% on 3 cores and 44% on one core for about 20 minutes today. I had to save my work and shut the editor down, otherwise when it does that for me, UED will completely freeze and a hard reset is required.
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UT3 Editor and CPU usage.
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Originally posted by MrCobra View PostThe memory bloat and high CPU usage is do the game/editor using the .NET framework.) in visual basic 2005 today and i checked how much memory it uses because it took so long to start. this little and simple thing uses 13 megabytes!
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I don't seem to notice an issue with the quad core except when building. Seems like the editor never uses more than 2 cores. Then it seems like it only uses the power of one core when I hit build. Looking at the CPU usage it seems like its switching the job between multiple cores but never uses more than one. It would be nice if it would use all 4 cores at once for building the map.
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still have thesae issue whenever i load my map
system specs:
Celeron D 3,33 GHz @ 4,17 Ghz
Conroe685PE mobo
2 GB DDR400 Dual channel
overclocked ATI X1950 Pro
All overclocks tested and all are stable
Realtime is already off,
whenever i change viewport it seems like the newly selected viewport isn't hardware acceleration, it's like a slideshow for some time. te same when i select all some vertices when i want to stretch a brush
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Originally posted by nELsOn View Postyou know, this actually sounds quite plausible. i wrote a little program (basically a stop watch with a countdown to know when my tea is ready) in visual basic 2005 today and i checked how much memory it uses because it took so long to start. this little and simple thing uses 13 megabytes!
EPIC would have been better off writing everything in pure C++ than using that framework. I guess the $$$ signs they see with the portability to the XBOX & PS3 means that PC games will always now and forever take a backseat.
Originally posted by Xyx View PostHigh CPU usage has nothing to do with the .NET Framework, and everything with the way the program is written.
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What's sad: My AMD Sempron 3000+ w/ 2GB Ram and a 256MB AGP Graphics card, runs and builds in UE3Ed about 4x FASTER than my AMD Athlon 64 6000+ w/4GB Ram and a 512MB PCIEx Graphics Card... just doesn't render the gridlines :/ and there's that funky scrollbar glitch...
Yeah, max CPU usage on the lower-end system is about 35-40%.. Higher End System it more lik 55-70% and I run both at the exact same settings.
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One of my friends tried to get me to use .NET and C#... He gave me a calculator program that he had written. When I first saw it, I said "wow! that executable is only 10 kb in size." Then when I ran it... nothing appeared on the screen, but the hard drive light came on. Then about 5 seconds later the calculator finally appeared. That is why I have stayed with pure C++
Screw using .NET!
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Originally posted by MrCobra View PostEPIC would have been better off writing everything in pure C++ than using that framework.
Originally posted by MrCobra View Post.NET code can and does cause high CPU usage.
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portions of the build process are single core and other portions can use 2 cores and other portion just all 4 cores. Just depends on what stage it is at.
I have 3 dual core PC's and one quadcore PC. I do all my editing on my Intel quadcore. Much better off.
UED3 idles on my quad core 60-70% on 2 out of 4 cores. Consistent with everyone else.
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