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[Solved] High CPU usage after launcher update

First post
Author
CCP nLock
C C P
C C P Alliance
#1 - 2016-06-20 15:42:09 UTC  |  Edited by: CCP nLock
Restart launcher or press update icon(spinning blue circle) to load version 1.973 or above.

- Disabling animations to lower CPU usage

Due to the launcher using CPU for rendering animations, the CPU usage of players has been reported as way too high. Until we can confidently turn on GPU rendering for the launcher, persistent animations have been turned off. Intermittent animations are still in use until further notice.
Ginstery
Immortalis Inc.
Shadow Cartel
#2 - 2016-06-20 16:25:51 UTC
Nope. This "solution" broke my launcher. Nothing loads now.
Farah Hinken
FarahSphere Enterprises
#3 - 2016-06-26 20:05:41 UTC
Launcher using about 70% of my 4790K. This is bad. Really bad.
CCP nLock
C C P
C C P Alliance
#4 - 2016-06-26 20:47:04 UTC
Farah Hinken wrote:
Launcher using about 70% of my 4790K. This is bad. Really bad.


Patched the launcher to stop animating "Live Now" when CCP goes live on Twitch.
Sky Marshal
State War Academy
Caldari State
#5 - 2016-06-28 00:24:39 UTC  |  Edited by: Sky Marshal
I don't see where it is solved or maybe the adverts aren't considered as a persistent animation. When the small adverts are cycling, the CPU go up to 20% for one/two seconds to display a simple image at each time so this chart is still valid... At least when minimized, it don't happen anymore. It is a progress.

Still, the hovering of any elements still make it go up for nothing like stated in my previous post, and the many small I/O access are still there even when minimized (but less frequent and less important in size).

Seriously, just remove all animations of the launcher or find more simple animations who would be less CPU-intensive... They don't add any value to the launcher to be honest, who is a tool to make us launch the game and access some news, nothing more. It is not here to pssssshhhhh us.
MechaLynx
#6 - 2016-06-28 17:49:30 UTC  |  Edited by: MechaLynx
Sky Marshal wrote:
I don't see where it is solved or maybe the adverts aren't considered as a persistent animation. When the small adverts are cycling, the CPU go up to 20% for one/two seconds to display a simple image at each time so this chart is still valid... At least when minimized, it don't happen anymore. It is a progress.

Still, the hovering of any elements still make it go up for nothing like stated in my previous post, and the many small I/O access are still there even when minimized (but less frequent and less important in size).

Seriously, just remove all animations of the launcher or find more simple animations who would be less CPU-intensive... They don't add any value to the launcher to be honest, who is a tool to make us launch the game and access some news, nothing more. It is not here to pssssshhhhh us.


I can confirm this and I agree. No need for animations.

However, I might be able to provide an alternative (and apologies if the devs know this stuff already, not trying to be patronising): Since QtWebEngine embeds Chromium (and a recent version at that, unless you're using an old version of QtWebEngine), that would mean you're writing the UI in HTML+CSS presumably. If you are, then I would guess you're using javascript animations. Instead, use CSS animations, as you have no need for javascript control over these things. Some class swapping should be the most you need on the javascript side. I doubt you've got hardware acceleration turned off for this stuff, but if unsure, that would be a good place to look since it would cause CPU spikes for CSS if it's not active - you can sort of force it to accelerate CSS by doing a null 3d transform on the element.

Here's an example on how the CSS animation would work: https://jsfiddle.net/1qzbrzsL/3/ - on my i3-2105 I can't even see a difference in CPU load (on the systray graph - it appears to be around 6% extra load on the fiddle - i think the equivalent on the launcher is 18-21%). Results may vary of course. This works on Firefox 49, but should work just fine on the QtWebEngine.

If this is any help at all, I can provide more solutions (or information links) for other animations. The game-related ads at the bottom right (by default) also incur a cpu load spike and should be done using css transitions, like a lot of lightboxes online do, which should nullify the spikes.
CCP nLock
C C P
C C P Alliance
#7 - 2016-06-28 18:01:16 UTC
MechaLynx wrote:


I can confirm this and I agree. No need for animations.

However, I might be able to provide an alternative (and apologies if the devs know this stuff already, not trying to be patronising): Since QtWebEngine embeds Chromium (and a recent version at that, unless you're using an old version of QtWebEngine), that would mean you're writing the UI in HTML+CSS presumably. If you are, then I would guess you're using javascript animations. Instead, use CSS animations, as you have no need for javascript control over these things. Some class swapping should be the most you need on the javascript side. I doubt you've got hardware acceleration turned off for this stuff, but if unsure, that would be a good place to look since it would cause CPU spikes for CSS if it's not active - you can sort of force it to accelerate CSS by doing a null 3d transform on the element.

Here's an example on how the CSS animation would work: https://jsfiddle.net/1qzbrzsL/2/ - on my i3-2105 I can't even see a difference in CPU load (on the systray graph - it appears to be around 6% extra load on the fiddle - i think the equivalent on the launcher is 18-21%). Results may vary of course. This works on Firefox 49, but should work just fine on the QtWebEngine.

If this is any help at all, I can provide more solutions (or information links) for other animations. The game-related ads at the bottom right (by default) also incur a cpu load spike and should be done using css transitions, like a lot of lightboxes online do, which should nullify the spikes.


We are indeed using CSS animations. So far QtWebEngine refuses to utilize the GPU for them.
MechaLynx
#8 - 2016-06-28 18:02:53 UTC  |  Edited by: MechaLynx
CCP nLock wrote:
[quote=MechaLynx]

We are indeed using CSS animations. So far QtWebEngine refuses to utilize the GPU for them.


Have you tried the translate3d trick? https://davidwalsh.name/translate3d
CCP nLock
C C P
C C P Alliance
#9 - 2016-06-28 18:07:50 UTC
MechaLynx wrote:
CCP nLock wrote:
[quote=MechaLynx]

We are indeed using CSS animations. So far QtWebEngine refuses to utilize the GPU for them.


Have you tried the translate3d trick? https://davidwalsh.name/translate3d


I have indeed - to no avail :)
MechaLynx
#10 - 2016-06-28 18:28:54 UTC
*sigh* then I guess we're stuck with no animations for now. You could replace it with an ugly gif :P - maybe a new version of qt? :P

Might be best to get rid of the transitions as well. I can just pass my cursor across the launcher's elements and get my cpu to skyrocket to 57% :P Would be nice to keep them but it's more upsetting to have this amount of cpu usage for what is a non-essential UX feature.

Thanks for replying, good luck with Qt :P
CCP nLock
C C P
C C P Alliance
#11 - 2016-06-29 17:14:21 UTC
MechaLynx wrote:
*sigh* then I guess we're stuck with no animations for now. You could replace it with an ugly gif :P - maybe a new version of qt? :P

Might be best to get rid of the transitions as well. I can just pass my cursor across the launcher's elements and get my cpu to skyrocket to 57% :P Would be nice to keep them but it's more upsetting to have this amount of cpu usage for what is a non-essential UX feature.

Thanks for replying, good luck with Qt :P


I'm devising a plan to disable transitiions altogether. If they get reintroduced at any point down the line it will probably be in the form of webgl renders.