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nVidia HOW TO: Force GPU Usage to 100%! - Page 2

post #11 of 20
Thread Starter 
Quote:
Originally Posted by Mr Frosty View Post

What is the point of this thread? If you want to force 99% GPU use then turn the bloody settings and anti-aliasing up rolleyes.gif

Hey, 

 

       If you would take the time to read this thread thoroughly, you would recognize that sometimes doing that wouldn't help some. So, I posted a 'How to fix this'. Make sense now? 

 
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post #12 of 20
Thread Starter 
Quote:
Originally Posted by Mr-Elite1337 View Post

pretty sure everyone here already knows about the " prefer maximum performance" setting...

 

 Actually, no, not EVERYONE does. No sense in trying to think the whole OCN Community knows everything. 

 
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post #13 of 20
This didn't fix ArmA 2.
post #14 of 20
I have been having problem with GTX560M with GPU usage drop during BF3 and Dota 2. I am going to try if this fixes this.
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post #15 of 20
Forcing gpu usage to 100% makes no sense.. whats the point? people either want quality of performance, gpu usage is a product not a determining factor in either. Besides, not sure if you know this but the CPU has to call draw on every single polygon on every single frame, between draw calls the GPU just idles so if the CPU has some other stuff to do in between - you cant get the usage percentage higher no matter how much you fiddle with the driver options.

Also the usage % is wrong or rather its wrong to call it the usage percentage. What it is is the % of cycles where the shader ALU's have something to do, nobody says that something has to be smart though. Depending on gpu architecture and game programming the ALU could be working on a single calculation or up to 5 of them at the same time so in essence - if the shaders on a particular game are crap and only utilize the ALU for 1 calculation per cycle then for radeon 6xxxx series for example it is only using 20% of the gpu even though the usage might say 100%. Also there are other resources like texture samplers, tesselation units and blah blah that might not be used at all, this also is not included in that percentage.

The only real indicator of GPU usage that you can monitor is how much heat it puts out, some benchmarks (like furmark) are designed to push through the maximum amount of calculations each ALU can do within a cycle every cycle and as a result the gpu really does get utilized to nearly 100% and it puts out a lot of heat. In reality though this will never happen, at best games can utilize around 50% of the full potential of the shader units no matter what the usage % says.
post #16 of 20
Quote:
Originally Posted by PhyscoChain View Post

Hey, 

       What I meant was to set the options accordingly to gain performance by forging texture filtering and so forth. 

If you set options to GAIN performance, you lower quality and GPU usage. I still don't understand what you mean.
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post #17 of 20
Thread Starter 
Quote:
Originally Posted by B!0HaZard View Post


If you set options to GAIN performance, you lower quality and GPU usage. I still don't understand what you mean.

 

You may not understand IF you did not thoroughly read this thread and take time to consider. If your CPU is putting out all it can for the game and you're not forcing enough options, the GPU sits @ 50-60%, and that's framerate loss. Especially if you're running on all low quality, and you cant go lower. Just giving it a push can increase framerate with an option that only affects the GPU. It's practically decreasing bottleneck.

 
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post #18 of 20
Quote:
Originally Posted by PhyscoChain View Post

You may not understand IF you did not thoroughly read this thread and take time to consider. If your CPU is putting out all it can for the game and you're not forcing enough options, the GPU sits @ 50-60%, and that's framerate loss. Especially if you're running on all low quality, and you cant go lower. Just giving it a push can increase framerate with an option that only affects the GPU. It's practically decreasing bottleneck.

But you're forcing them to performance. That means the GPU uses various optimizations to increase performance (obviously). The GPU that was sitting at 50-60% usage will now sit at 40% usage.
Let's say you're running all low quality and can't go lower. Your GPU is at 50-60% and the CPU is the bottleneck. No matter what you do, you cannot increase framerate by setting the GPU to "performance". You want to increase the load on your GPU, first by increasing any GPU relevant features ingame and then by forcing "quality" in the driver because that'll let the GPU work at 100%, thereby giving you an increase in quality without costing you any frames (as your CPU was bottlenecking anyway).

And let me just make this perfectly clear. If the CPU is bottlenecking, no amount of extra GPU load can increase framerate. You need to lower CPU load to do that. It isn't some kind of balance where you can take some CPU load and put it on the GPU instead. No, you're just adding additional load to the GPU.
Edited by B!0HaZard - 7/10/12 at 10:58am
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post #19 of 20
ITT. If you have a cpu bottleneck, crank the nvidia control panel GPU intensive settings for more GPU usage. doh.gifdoh.gifdoh.gifdoh.gifdoh.gifdoh.gifdoh.gifdoh.gifdoh.gifdoh.gif
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post #20 of 20
Quote:
Originally Posted by hazarada View Post

Forcing gpu usage to 100% makes no sense.. whats the point? people either want quality of performance, gpu usage is a product not a determining factor in either. Besides, not sure if you know this but the CPU has to call draw on every single polygon on every single frame, between draw calls the GPU just idles so if the CPU has some other stuff to do in between - you cant get the usage percentage higher no matter how much you fiddle with the driver options.

Also the usage % is wrong or rather its wrong to call it the usage percentage. What it is is the % of cycles where the shader ALU's have something to do, nobody says that something has to be smart though. Depending on gpu architecture and game programming the ALU could be working on a single calculation or up to 5 of them at the same time so in essence - if the shaders on a particular game are crap and only utilize the ALU for 1 calculation per cycle then for radeon 6xxxx series for example it is only using 20% of the gpu even though the usage might say 100%. Also there are other resources like texture samplers, tesselation units and blah blah that might not be used at all, this also is not included in that percentage.

The only real indicator of GPU usage that you can monitor is how much heat it puts out, some benchmarks (like furmark) are designed to push through the maximum amount of calculations each ALU can do within a cycle every cycle and as a result the gpu really does get utilized to nearly 100% and it puts out a lot of heat. In reality though this will never happen, at best games can utilize around 50% of the full potential of the shader units no matter what the usage % says.


Thank you. . I have been reading all theads in every forum about what to do to maximize GPU when playing BF3. It seems that you have the right answer here!! I am so reliefed now.....:-) And now I know why benchmarks ala Heaven 3.0 use 99% of both my gpu and BF3 use between 50-90%, usually 60-75%
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