Tiler Active

What does this counter show?

This counter shows the percentage of time that Tiler tasks were active. Tiler time includes vertex processing and all the projection, clipping, culling and tiling/binning operations.

It is worth noting that this counter is effectively a Boolean value that shows this processing stage as either active or idle. The counter is best used to graph activity over a long period of time. In small periods, the counter value will match the activity of Tiler timing block.

What does a high value mean?

A high value indicates that Tiler tasks have been active for a significant percentage of time. This may be caused by the Tiler processing a large number of polygons and/or performing a lot of tiling work, e.g. many large primitives each touching many tiles.

There are very few cases where Tiler tasks are likely to be the bottleneck. If the value is very high (e.g. >80%) over a sustained period (e.g. one second), then you should try the following to reduce Tiler time:

  • Improve CPU object culling: Improving CPU culling of objects so there are fewer draw calls will reduce the Tiler load as fewer polygons will be submitted to the GPU and tiling work may also reduce. This culling should, ideally, be applied to geometry inside the view frustum as well as outside of it.

  • Reduce polygon count/tessellation factor: Reducing the number of polygons that are submitted to the GPU can reduce the Tiler load, as less clipping and culling operations will be required. Polygon/tessellation reduction should, ideally, be applied to geometry inside the view frustum as well as outside of it.