M1000 Posted November 23, 2022 Posted November 23, 2022 This is the CPU usage while only moving the cursor over the testfile I added. HighCPU.afphoto Quote Windows 10 Home 64 / AMD Ryzen 1700 @ 3.6 GHz / Asus Prime B350-Plus / 32 GB RAM / GeForce RTX 3060 12GB with latest studio drivers Affinity Suite V2 latest official versions
NotMyFault Posted January 13, 2024 Posted January 13, 2024 This is probably by design and no bug. A get high CPU utilisation on Mac mini (up to about 50%), too whenever the PT filter is active, and a bit lower (30%) when inactive. As long as Photo renders the file correctly and with good refresh rate and reacts snappy to any user input there is no reason to assume any bug, as the sw works as designed. Quote Mac mini M1 A2348 | MBP M3 Windows 11 - AMD Ryzen 9 5900x - 32 GB RAM - Nvidia GTX 1080 LG34WK950U-W, calibrated to DCI-P3 with LG Calibration Studio / Spider 5 | Dell 27“ 4K iPad Air Gen 5 (2022) A2589 Special interest into procedural texture filter, edit alpha channel, RGB/16 and RGB/32 color formats, stacking, finding root causes for misbehaving files, finding creative solutions for unsolvable tasks, finding bugs in Apps. I use iPad screenshots and videos even in the Desktop section of the forum when I expect no relevant difference.
M1000 Posted February 11, 2024 Author Posted February 11, 2024 On 1/13/2024 at 5:26 PM, NotMyFault said: with good refresh rate and reacts snappy to any user input And there's the problem. When I add a pixel layer and try too draw, it gets very choppy. And it also depends on the zoom level from usable at a low zoom level (7,5 %) too unusable at a high zoom level (100%). Added a video to demonstrate this. HighCPUvid.mp4 Quote Windows 10 Home 64 / AMD Ryzen 1700 @ 3.6 GHz / Asus Prime B350-Plus / 32 GB RAM / GeForce RTX 3060 12GB with latest studio drivers Affinity Suite V2 latest official versions
NotMyFault Posted February 12, 2024 Posted February 12, 2024 That is correct, but probably unavoidable. I complained about the same issue long time ago. The Live mesh war and perspective filter have a computational complexity where every pixel depends on all other pixels in the document (not only visible, but out oof canvas areas, too). I don't think there will be any cure. Workaround: temporarily add rasterised copies of for PT filters, and deactivate PT. If you modify anything below, delete the temp layers and make a fresh copy. Quote Mac mini M1 A2348 | MBP M3 Windows 11 - AMD Ryzen 9 5900x - 32 GB RAM - Nvidia GTX 1080 LG34WK950U-W, calibrated to DCI-P3 with LG Calibration Studio / Spider 5 | Dell 27“ 4K iPad Air Gen 5 (2022) A2589 Special interest into procedural texture filter, edit alpha channel, RGB/16 and RGB/32 color formats, stacking, finding root causes for misbehaving files, finding creative solutions for unsolvable tasks, finding bugs in Apps. I use iPad screenshots and videos even in the Desktop section of the forum when I expect no relevant difference.
M1000 Posted March 3 Author Posted March 3 Although I replaced my graphics card since my last post (1050 Ti to RTX 3060) I think there has been some optimization done, since this is the CPU usage while only moving the cursor over the testfile now: Drawing on a new pixel layer is now much smoother too, whilst still being zoom-dependent. Quote Windows 10 Home 64 / AMD Ryzen 1700 @ 3.6 GHz / Asus Prime B350-Plus / 32 GB RAM / GeForce RTX 3060 12GB with latest studio drivers Affinity Suite V2 latest official versions
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