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deeds

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Everything posted by deeds

  1. Sometime during the 1.6 cycle, performance starting taking a hit, and then the energy used increasing. Now it's such that in 1.7.x the backgrounded Affinity Designer is causing other apps to run slower, MacBook to run hotter and the energy information to be showing that it's a significant user of energy, whilst in the background. When in the foreground, zooming and panning is less than the stellar best that I saw in the versions prior to 1.6. And CPU and GPU are getting flogged. 2018 MacBook Pro with the 560X.
  2. For the third time, in various forms... yes... it's the discrete GPU. As to everyone else, it's unlikely they're working in such a way as to notice this. They probably have Affinity Designer in the foreground most of the time and/or not using other apps that heavily rely on the GPU in a way that's easy to detect when something backgrounded is impeding GPU performance. The game I'm working on is particularly frame rate sensitive, otherwise I'd probably not notice it, either. It's its performance degradation when Affinity Designer is backgrounded that caused me to notice this odd behaviour. There are a couple of oddities. I'm using 10.13.6 with all updates And running at 2880 x1800.
  3. that has already been done. Try to keep up.
  4. Pan and zoom remain somewhat performant in Integrated mode... And, yes, you are suggesting using the integrated GPU. Exactly the thing I'm concerned about, you're doing. Rather than optimising the app for higher performance, you're asking users to compromise for the sake of the background efficiency. perfTest.afdesign Select and move one of these objects.
  5. Yes. I get that... but what's the point of having Affinity Designer run like a slideshow? Performance was one of AD's true advantages. But increasingly less so. So I've leaped over that, to the next point... that every other creative app has managed to utilise the GPU in Macs without going berserk in the background. Because of the next three points: 1. I've already pretty much isolated it to the GPU that Affinity is somehow flogging in the background 2. I can't run Affinity Designer in Metal Mode without it being slower than it is in OpenGL 3. AD is already showing regressions in performance over the last few versions, that are significant If you're tempted to go one step further, and suggest users utilise the integrated GPU for running AD rather than getting it to sing on a Mac... that's something I'd really rather you never considered, and would greatly prefer that some effort be put into getting the gains possible from actually using Metal in the best ways possible. And, yes... having switched to integrated and leaving a basic test file open, with no effects and limited shapes that now runs like a slideshow, AD is no longer using huge amounts of energy when backgrounded.. So yes, you can assume there's something wrong with how you're backgrounding AD when in OpenGL mode on the discreet GPU. However, now Unity crashes on entering Play mode, every single time. So there's now some conflict going on in terms of (probably) memory access for GPU versus integrated GPU. Great Performance in Discrete GPU, Metal mode, please.
  6. I'm developing a game with Unity. It's open in the background when I'm working in AD, and AD is in the background when I'm working with Unity. Unity doesn't require the use of the discreet GPU, but it would be folly to develop without it on all the time for performance consistency of testing and iterative development. This isn't an uncommon need. Most everyone doing 3D and animation or other high end graphics forces the GPU on, since things like AE, Premiere, FinalCut, Logic, Maya, Modo etc... all like it to be there, all the time. And they all manage to rest it, and not chew energy when they're in the background. So not only have I not tested turning it off,, I don't want to work like that. I am asking that (when backgrounded) AD get itself under control, and let go of the GPU and whatever CPU usage it's doing, so that Unity can run as it does when Maya, Modo or AE are backgrounded. It's annoying to be constantly closing and reopening AD to get consistent performance out of Unity play testing. I don't need to do this with the other mentioned apps. Once AD starts using excess energy in the background, Unity's play mode frame rate halves, and I have to close AD to get it back up to smoothness. None of the other apps mentioned show up as using significant energy when backgrounded. Only Affinity Designer. Closing the others doesn't improve Unity performance, closing Affinity Designer does, and closing AD also improves performance of these other apps, too. It's not nearly as black and white noticeable in the other apps, but it is noticeable.
  7. The sides count gets stuck in 5, no matter where it is slid to, it jumps back to 5. also: With the Gears, only the first time the object is selected does the Touch Bar show editing options.
  8. All same. things to note: 1.Using native resolution 2880x1800 2. Forced GPU on, via graphics switching being off in energy saver preferences 3. CPU is not being flogged by Affinity Designer when it's backgrounded... 4. Energy usage of Affinity Designer is often outpacing Unity and Rider when backgrounded, fullscreen. IOW: it's flogging the GPU, I presume, or doing something with the CPU that the Activity Monitor isn't monitoring
  9. From a sample size of two. You and me. Genius.
  10. Try adding a file larger than 2MB. It will fail. This is a common size limitation for forum attachments.
  11. These problems seem to go back to the renderer itself, as png files have problems, too. Especially if alpha is involved. To get good glows and other gradients to look their best, from AD, I have to export at 4x or 8x the size, take into Photoshop, and then export at the correct size.
  12. Not doing that. In the case of you, it's not an act. My main issue, with folks like you, is the needless injection of yourself into something that has nothing to do with you, your choice of operating system or workflow. Yet you still presume to know I'm wrong.
  13. Backgrounded, static drawing apps, when run fullscreen, should not be using ANY processing or GPU power. Ever. There's no excuse for this. The app is not dynamic, not animated, not live, not being accessed, not otherwise monitoring files, and is backgrounded, fullscreen, on a single screen setup. If you don't know why this is important, how this can be important, what types of workflows rely on this kind of behaviour or are otherwise disinterested in getting the most consistent performance when working, don't let any of this bother you, move along and find something pertinent to your interests and understandings.
  14. btw, there's this in the box below, saying attachments can be 2 GB, I think it's meaning to say 2MB...
  15. All documents, even absolutely trivial ones, with nothing more than an image in a layer, prepping to do work, create these background performance issues. Even if that is the only document open, this is occurring. It's noticeable because I'm using Unity to make a game, and Affinity Designer to make some of the graphical elements. There is nothing elegant about the code of Unity. It's a full blown CPU and GPU hog, in editor, play mode and standalone builds. When these are running, and AD is backgrounded, I can feel the slowdown in my game caused by AD's demands. Closing the AD app, restores performance. With the improvements in Safari, I'm no longer able to open enough tabs with enough advertising noise to create this kind of background slowdown, it used too do this kind of thing. Opera still does, particularly if a few sites with heavy advertising are open, like Anandtech or similarly horribly coded pages. And the battery and energy indicators in MacOS are showing the high usage of AD... almost exclusively, even when it is backgrounded, and Unity is in the foreground, and Rider is in the background (another app notorious for using background processes), AD is the one that's singled out as being the worst offender, because it is. In the terminal, it's constantly flogging away, and using energy in both CPU and GPU, whilst backgrounded.... I suspect it's the GPU flogging that's creating the energy problems, heat and noticeable slowdowns in Unity when AD is in the background. When in the foreground, AD is a quite enthusiastic, but I can forgive that, despite the heat, because it seems to be returning (latest update) to the kind of performance I was accustomed to prior to 1.5+ THANK YOU! But this background usage is completely odd, I think. Here's a screenshot of my window layout, fullscreen. This is how I usually work. This might be part of the issue. I don't run traditional resolutions. Am using a resolution setter to run at the truly native resolution of the screen: 2880 x 1800. This was previously a cause for the crashing when dropping down the fonts list bug, so I imagine there's all sorts of different things going on with drawing of the screen and panels.
  16. This is where the problem stems from: the inability to comprehend that someone might be using more than one app to do more than one thing, and that Affinity Designer might be part of a workflow rather than the centre of the universe. Ergo, Affinity doesn't think anyone will mind if they overuse resources whilst backgrounded. They probably can't even imagine their apps ever being backgrounded. Except to monitor the responses to their feeding photos on instagram.
  17. Same here. My microwave works great in winter, and my fridge is amazing in summer.
  18. Blend shapes are a staple feature of all previous popular drawing engines. And they're amazing, and essentially something that only software can do well. It's not just some random feature. And, once you've used it, it's quite limiting to operate without this facility. It is multi-faceted and able to do all sorts of things that can't be done in other ways, or can't be done as well in other ways, or are uniquely a feature of blending shapes. There's many reasons folks might want it, and much that it can do.
  19. Yes, this feature needed. Miss this most from Illustrator and CorelDraw. It is the heart of geometric repetition and evolvement.
  20. Of all the horrible things to badly copy from Adobe Illustrator, the eye dropper was the worst. How do I, with an object selected, sample and immediately apply a colour from something else?
  21. This would be miles better if the Gradient tool recognised that the user was in stroke editing mode and editing a stroke rather than always defaulting to Fill and needing to be changed to stroke in order to edit the stroke's gradient. Perhaps renaming the tool to just "gradient" rather than fill gradient would help discoverability, too.
  22. I've entered a new shortcut, the one I want. It conflicts. The warning is there. It tells me what it is in the most succinct way possible. Now how do I get to that conflicting original operation so that I can change its shortcut so that it no longer conflicts?
  23. That this isn't default seems like a terrible oversight. I'm not sure how you'd create this kind of system and not think that there should be that double click on conflict, and the search facility. Just about every other keyboard shortcut editor has these things. Including Maya, and they're hopelessly behind all UI and UX trends.
  24. On your first point, I can't support this enough. Coming from environments that handle editing shapes really well, this is easily one of the most annoying aspects of using Affinity's tools. INFURIATING doesn't begin to describe it. Made worse by the fact that their individual node editing is pretty good. I think they should add something like a command + delete shortcut to break and deleted a selected node, plus a right click with command held down on a node to instantly delete and break, effectively deleting the curve between the two previously adjoining nodes. Similarly, Command plus right click on a curve, not on a node, should break and delete that section of the curve, to its two nodes. ----- On 2, if you use the menu item, this works. It doesn't work from the shortcut. Which is annoying me.
  25. Perhaps Connected: Command + A I use for select all. I think this is standard. When Entering Corner Tool, Command + A does nothing. If I choose a vertex, it still does nothing. However the menu choice, from the drop down, it works correctly:
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