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Question by CarbonTech Software · Jul 10, 2010 at 09:29 AM · meshlagprofilercpu

Mesh SubmitVBO Taking Up CPU Power

Hello, after looking at the "Profiler" to try to speed up my laggy game I found that one of the top items in the list was "Mesh.SubmitVBO". This item takes up 20%-40% of the total CPU usage. (Located under Camera.Render --> Drawing --> MeshRenderer.Render --> Mesh.SubmitVBO).

Is there a way to lower the CPU usage of this thing?!

Thanks in Advance, CarbonTech Software Admin

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Answer by qJake · Jul 10, 2010 at 09:46 AM

This is related to Mesh drawing (obviously, it's under the Drawing heirarchy in the profiler), so you must have too much of something drawing in your scene.

And "20-40%" isn't anything to worry about, I don't think... I've read people's support requests where this drawing function was taking up over 90% of each frame, and since it's a percentage, not a hard value, it's only relational to the other things that have processed in that particular frame. All the values (should) add up to 100%, and this just means that drawing takes up roughly 30% of the time in each frame.

Oh, and to answer your question:

Is there a way to lower the CPU usage of this thing?!

Yeah. Draw less. Less textures. Less verts. Less triangles. Less of everything. But like I said, it's nothing to worry about. I would really only worry about it if it was steadily above 80% or so.

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avatar image CarbonTech Software · Jul 10, 2010 at 10:14 AM 0
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Hmm, just checked the profiler again and found this:

Camera.Render : 81.4% - Drawing 42.5% - Culling 37.5% - Water.OnWillRenderObject() 24%

etc...

It seems that the pro water takes a lot of CPU to render (probably the terrain reflection). Is there a way to preserve the reflections from the terrain and lower the CPU tax?

avatar image Draco18s · Aug 31, 2012 at 04:18 PM 0
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Real time reflections are, and always have been, expensive. ;) Heck, even PC titles use cube maps (a type of pre-rendered reflection, similar to how a skybox is rendered).

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