TXB.EXE high CPU use (50%)
by David Morse · in Torque X 2D · 03/25/2010 (8:51 pm) · 11 replies
Hi all,
Forgive me if this has been addressed but I did do a little looking around and couldn't find anything on it...
I downloaded the trial of Torque X 2D, version 3.1.4.0. As soon as I fire it up the CPU runs right up to 50% usage. No matter what else is running, by itself, or running other programs.
Basic system specs...
HP Laptop - Nothing special, a few years old. Dual core CPU, 2G RAM, crappy video, etc...but it has been reliable and I've run all kinds of other programs on it without issue.
Recently installed Win 7 Ultimate.
Memory use is around 70mb.
Side note, I also installed the Torque X 3D trial and while I've not played around with it much yet, it seems to run fine.
Any other info. needed just let me know and thanks in advance for any help.
Dave aka IndiGenus
Forgive me if this has been addressed but I did do a little looking around and couldn't find anything on it...
I downloaded the trial of Torque X 2D, version 3.1.4.0. As soon as I fire it up the CPU runs right up to 50% usage. No matter what else is running, by itself, or running other programs.
Basic system specs...
HP Laptop - Nothing special, a few years old. Dual core CPU, 2G RAM, crappy video, etc...but it has been reliable and I've run all kinds of other programs on it without issue.
Recently installed Win 7 Ultimate.
Memory use is around 70mb.
Side note, I also installed the Torque X 3D trial and while I've not played around with it much yet, it seems to run fine.
Any other info. needed just let me know and thanks in advance for any help.
Dave aka IndiGenus
#2
So, is this normal behavior? It's not really a big deal but I was just curious about it.
03/26/2010 (5:11 am)
No Ben, had not thought of that. I don't think I've ever seen a program, other than a game maybe, do that. But there are no games running when this happens. But then again, I'm new to these engines. I've been learning XNA for around 4 or 5 months now so I thought I'd try this out.So, is this normal behavior? It's not really a big deal but I was just curious about it.
#3
Games ARE game-engines and you shouldn't worry about it. Most are written to go flat out in achieving as high a FPS as possible which means it'll uses pretty much all available CPU core availability unless something else stalls it.
03/26/2010 (8:46 am)
Quote:But there are no games running when this happens.So you don't think your game-engine counts as a "game"? ;)
Games ARE game-engines and you shouldn't worry about it. Most are written to go flat out in achieving as high a FPS as possible which means it'll uses pretty much all available CPU core availability unless something else stalls it.
#4
So, again I'll ask. Is this what others see and is normal? And why doesn't the 3d engine do the same?
03/26/2010 (8:53 am)
Well, I guess it does count. I guess I looked at it as more of a "development environment", than an actual game. So, again I'll ask. Is this what others see and is normal? And why doesn't the 3d engine do the same?
#5
1) Look for my material ripper in this forum. Right now torque loads all materials from all levels into the game when a level is loaded. This is bad for obvious reasons.
2) Create multiple project files one for each level. Torque builder will get really slow and begin to crash once you have loaded lots of materials from multiple levels into one project file. If you create multiple project files you can limit the materials loaded. (the game code doesn't actually look at the project file)
03/26/2010 (10:25 am)
Some things I've learned about the builder. It is horrible with content management. When working with it, if you plan on having multiple levels in your game you will want to do the following:1) Look for my material ripper in this forum. Right now torque loads all materials from all levels into the game when a level is loaded. This is bad for obvious reasons.
2) Create multiple project files one for each level. Torque builder will get really slow and begin to crash once you have loaded lots of materials from multiple levels into one project file. If you create multiple project files you can limit the materials loaded. (the game code doesn't actually look at the project file)
#6
03/26/2010 (10:53 am)
@David: yes this is normal for TXB. I haven't used the 3D builder so can't comment on that, but TXB is a modded TGB, which always used an entire cpu core (so 50% on a dual core machine). The 3D one may be different.
#7
Regards,
Dave
03/26/2010 (10:58 am)
Okay thanks Duncan for confirming that, and thanks everyone for the input. I appreciate it. Regards,
Dave
#8
The internal message queue of TXB is always checking for messages never rest for a couple of miliseconds!!! strange design...
03/31/2010 (9:00 am)
the way I see it, TXB doesn't have any internal idle process (no input from user) , is always processing at full speed.The internal message queue of TXB is always checking for messages never rest for a couple of miliseconds!!! strange design...
#9
Any news on this subject?
02/23/2011 (4:35 am)
It's a real nuisance to me as my Compaq CQ60 reachs >85C in a couple of minutes running TXB.Any news on this subject?
#10
02/23/2011 (10:46 am)
TXB is essentially running on a game engine and so will always use 100% of one CPU core since it is not designed to idle (thank goodness for multicore thesedays!)
#11
02/23/2011 (1:40 pm)
If this is running on a variation of TGB, I think porting some code from iT2D's editor would help. Not sure how much you have access to in TX, though. I notice quite a difference between TGB and iT2D when opening the same levels.
Associate Kyle Carter