Desktop Window Manager uses almost equivalent or more GPU as much as a Unity build does on Windows. How to reduce GPU usage by DWM? [It is possible]
When I minimize or close the Unity build, the DWM goes back to 0.1%, else it takes the same amount of GPU as the Unity Build does around 20%.
Sometimes DWM reaches 50+% usage even when unity build is working in background, Unity taking 15% GPU. But the moment I close Unity build the DWM comes back to 0.1% GPU usage.
An example would be this program[Unity Built] I use, which doesn't make DWM to use GPU more than 7-8%. :
Music Visualizer Engine PC Live Wallpaper[Available on Steam].
The attached image is of an empty scene running on my Laptop.
What can be done to omit or reduce GPU usage by DW$$anonymous$$ after launching Unity builds?
Laptop Specs : - Item model number $$anonymous$$SI GP63 8RE-216IN - Processor Brand Intel - Processor Type Core i7 - Processor Speed 2.2 GHz - Processor Count 6 - RA$$anonymous$$ Size 16 GB - $$anonymous$$emory Technology DDR4 - $$anonymous$$aximum $$anonymous$$emory Supported 32 GB - Hard Drive Size 1 TB - Hard Disk Technology Serial ATA - Hard Drive Interface Serial ATA - Speaker Description 2x 3W - Graphics Coprocessor NVIDIA GeForce GTX 1060 - Graphics Chipset Brand NVIDIA - Graphics Card Description NVIDIA GeForce GTX 1060 - Graphics RA$$anonymous$$ Type GDDR5 - Graphics Card Ram Size 6 GB - List item
Answer by Bunny83 · May 22, 2020 at 02:34 AM
What's your actual question here? The DWM is the central composite manager that combines all the content of all the visible windows together on the GPU. Therefore Windows is most likely not able to distinguish the actual GPU load between the applications.
I still don't quite see an actual question here that is Unity related. Your title as well as your description both represent a statement and not a question.
Sorry my bad!
What is the reason DW$$anonymous$$ takes up GPU and how to reduce or stop DW$$anonymous$$ an external service which takes up GPU when launching Unity Builds?
From your current answer, what I understood is : GPU load is shared between Unity build and DW$$anonymous$$ thus Windows is not able to distinguish the actual GPU load between these apps.
Could it be that it is happening only on my Laptop or it does happen with every machine having a good GPU.
Laptop Specs : - Item model number $$anonymous$$SI GP63 8RE-216IN - Processor Brand Intel - Processor Type Core i7 - Processor Speed 2.2 GHz - Processor Count 6 - RA$$anonymous$$ Size 16 GB - $$anonymous$$emory Technology DDR4 - $$anonymous$$aximum $$anonymous$$emory Supported 32 GB - Hard Drive Size 1 TB - Hard Disk Technology Serial ATA - Hard Drive Interface Serial ATA - Speaker Description 2x 3W - Graphics Coprocessor NVIDIA GeForce GTX 1060 - Graphics Chipset Brand NVIDIA - Graphics Card Description NVIDIA GeForce GTX 1060 - Graphics RA$$anonymous$$ Type GDDR5 - Graphics Card Ram Size 6 GB
Answer by grempire · Jul 18, 2021 at 02:21 AM
I am having the same issue. My game running on a 480x480 window. My game has only 1 DAZ3D avatar with most of the 3D ray tracing overwrites on. Whenever I run the little game, the GPU usage was almost entirely dedicated to the desktop window manager. I believe this is a windows bug because the issue only happens when I have 2 games running at the same time. One is the game I developed(only 480x480 resolution) and the other game is overwatch. When running my own game only, my game uses less than 1% gpu and the damn desktop window manager takes almost 30%. This is insane waste of resources. On another hand however, when running overwatch, desktop window manger takes only about 1% and overwatch uses about 30%. Therefore maybe overwatch is optimized for the current windows and my game is not. Could you shed some light on how to improve the game I'm developing?