Profiling rendering issues
The Profiler can be used to quickly narrow down which of the two devices used in the Rendering Pipeline we are bottlenecked within—whether it is the CPU or GPU. We must examine the problem using both the CPU Usage and GPU Usage Areas of the Profiler window, as this can tell us which device is working the hardest.
The following screenshot shows Profiler data for a CPU-bound application. The test involved creating thousands of simple cube objects, with no batching or shadowing techniques taking place. This resulted in an extremely large draw call count (around 32,000) for the CPU to generate commands for, but giving the GPU relatively little work to do due to the simplicity of the objects being rendered:
This example ...
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