'Services' occupying 30-40% of ressrouces

Hi all,

when I run my ‘game’ (a simple straight track with walls and floor-textures added through UV mapping), my framerate is stable at 60Hz, however it still doesn’t run smoothly. System ressources should be more than enough: Ubuntu 12.04, 8GB memory, CPU: Intel® Xeon® CPU E3-1230 V2 @ 3.30GHz × 8, GPU: nvidia quadro nvs 310

It seems that ‘Services’ eats up an unusual amount of ressources (30-40% constantly).

To confirm that it wasn’t running smoothly I made a python script that executes at every frame and prints the system timestamp. It shows that the time difference bettwen the timestamps is very short for 4-5 stamps followed by a longer delay and the pattern repeats. If it would run correctly the time difference should always be the same or at least very similar.

At the beginning of the track there are no walls/textures and it runs smoothly, but as soon as there are more textures the Rasterizer goes up to 10% maximum and thats when it starts to become choppy.

For some reason I can’t embed a picture, but here is a link to a screenshot: http://i12.photobucket.com/albums/a209/readmetxt/framerate.jpg

On a machine with very similar specs, also running Ubuntu 12.04 it runs fine. All other software on those machines is also very similar.

I’m running blender 2.62.

Any ideas why my Services are that ressource-hungry would much appreciated!

Percentages don’t give us a good frame of reference. The actual times would be better. However, you should try disabling the Use Frame Rate option and instead enable vsync. I’ve found this to be smoother. I would also recommend trying a newer version of Blender. In any case, you can find more information about the profiler categories here: https://mogurijin.wordpress.com/2012/01/03/bge-profile-stats-and-what-they-mean/

thanks for the reply. You can find the actual times under the link I posted. For services its 5.266 ms. Thanks for the link, I’ve seen that information before, but all it says is that Services shouldn’t be an issue. Alas, it is. I don’t think VSync will improve things since it only synchronises the framerate with of the engine with that of the monitor, but thats not the issue here.

I’ll try to disable ‘Use Framerate’ and enable VSync and see if that helps, but I’m still puzzled by the horrendous amount of resources that Services eats up and I’m not sure where it is coming from.

Moguri’s link points to services being related to processing input. Do you have a lot of input devices plugged in, or perhaps apps running that input devices use (that may be minimized to the taskbar)? Does the game perform the same coming out of a fresh restart, and without anything else running?

Yes, it always runs from a fresh restart. I’ve just realised that ‘Outside’ takes up a lot of processing time too so I’ll have a look into whats running other than the Blender after startup.

I don’t have many input devices attached, and all the ones I have connected are the same that are connected to the second machine where it isn’t a problem at all. I’ve also de-activated all the devices the BGE interacts with but it didn’t change anything. 30-40% is really a lot so I don’t think it would have anything to do with actual connections, I wonder if maybe a not-so-well-working device-driver could be hogging up the cpu?

For now it seems I’ve solved the problem by de-installing Compiz, now the rasteriser doesn’t climb up to ~10% but stays at 2-3%. However, outside and services still take up much more resources than they should so I still need to figure out where that is coming from.

Not sure of this but it’s normal than services and outside is high if others category is very-low in light scene.
Total % of all category must ( again not sure ) reach 100% or near of that.

On my side , “services” and “outside” always reach 30-50% in a light scene. But if I start to add a lot
of heavy stuff , for example many rigidbody , “services” and “outside” go down ( for example 5-6%) and physics take
place ( for example 90% ).

If “service” mark 50% , this not mean this category take 50% of you ressources (CPU…etc). This mean if you game take 2% of your ressources , 50% of this 2% is taken from this category. It’s much how your ressources is distributed.

30% of .01ms is still a value,

I had a scene I made, where a person was complaining that physics was using 15% lol, it was running at 75 fps. Rock steady…