'Nvidia graphics driver causing noticeable frame stuttering
Ok I've been researching this issue for a few days now so let me go over what I know so far which leads me to believe this might be an issue with NVidia's driver and not my code.
Basically my game starts stuttering after running a few seconds (random frames take 70ms instead of 16ms, on a regularish pattern). This ONLY happens if a setting called "Threaded Optimization" is enabled in the Nvidia control panel (latest drivers, windows 10). Unfortunately this setting is enabled by default and I'd rather not have to have people tweak their settings to get an enjoyable experience.
The game is not CPU or GPU intensive (2ms a frame without vsync on). It's not calling any openGL functions that need to synchronize data, and it's not streaming any buffers or reading data back from the GPU or anything. About the simplest possible renderer.
The problem was always there it just only started becoming noticeable when I added in fmod for audio. fmod is not the cause of this (more later in the post)
Trying to debug the problem with NVidia Nsight made the problem go away. "Start Collecting Data" instantly causes stuttering to go away. No dice here.
In the Profiler, a lot of cpu time is spent in "nvoglv32.dll". This process only spawns if Threaded Optimization is on. I suspect it's a synchronization issue then, so I debug with visual studio Concurrency Viewer.
Investigating these blocks of CPU time on the nvidia thread, the earliest named function I can get in their callstack is "CreateToolhelp32Snapshot" followed by a lot of time spent in Thread32Next. I noticed Thread32Next in the profiler when looking at CPU times earlier so this does seem like I'm on the right track.
So it looks like periodically the nvidia driver is grabbing a snapshot of the whole process for some reason? What could possibly be the reason, why is it doing this, and how do I stop it?
Also this explains why the problem started becoming noticeable once I added in fmod, because its grabbing info for all the processes threads, and fmod spawns a lot of threads.
Any help? Is this just a bug in nvidia's driver or is there something I can do to fix it other telling people to disable Threaded "Optimization"?
edit 1: The same issue occurs with current nvidia drivers on my laptop too. So I'm not crazy
edit 2: the same issue occurs on version 362 (previous major version) of nvidia's driver
Solution 1:[1]
... or is there something I can do to fix it other telling people to disable Threaded "Optimization"?
Yes.
You can create custom "Application Profile" for your game using NVAPI and disable "Threaded Optimization" setting in it.
There is a .PDF file on NVIDIA site with some help and code examples regarding NVAPI usage.
In order to see and manage all your NVIDIA profiles I recommend using NVIDIA Inspector. It is more convenient than the default NVIDIA Control Panel.
Also, here is my code example which creates "Application Profile" with "Threaded Optimization" disabled:
#include <stdlib.h>
#include <stdio.h>
#include <nvapi.h>
#include <NvApiDriverSettings.h>
const wchar_t* profileName = L"Your Profile Name";
const wchar_t* appName = L"YourGame.exe";
const wchar_t* appFriendlyName = L"Your Game Casual Name";
const bool threadedOptimization = false;
void CheckError(NvAPI_Status status)
{
if (status == NVAPI_OK)
return;
NvAPI_ShortString szDesc = {0};
NvAPI_GetErrorMessage(status, szDesc);
printf("NVAPI error: %s\n", szDesc);
exit(-1);
}
void SetNVUstring(NvAPI_UnicodeString& nvStr, const wchar_t* wcStr)
{
for (int i = 0; i < NVAPI_UNICODE_STRING_MAX; i++)
nvStr[i] = 0;
int i = 0;
while (wcStr[i] != 0)
{
nvStr[i] = wcStr[i];
i++;
}
}
int main(int argc, char* argv[])
{
NvAPI_Status status;
NvDRSSessionHandle hSession;
status = NvAPI_Initialize();
CheckError(status);
status = NvAPI_DRS_CreateSession(&hSession);
CheckError(status);
status = NvAPI_DRS_LoadSettings(hSession);
CheckError(status);
// Fill Profile Info
NVDRS_PROFILE profileInfo;
profileInfo.version = NVDRS_PROFILE_VER;
profileInfo.isPredefined = 0;
SetNVUstring(profileInfo.profileName, profileName);
// Create Profile
NvDRSProfileHandle hProfile;
status = NvAPI_DRS_CreateProfile(hSession, &profileInfo, &hProfile);
CheckError(status);
// Fill Application Info
NVDRS_APPLICATION app;
app.version = NVDRS_APPLICATION_VER_V1;
app.isPredefined = 0;
SetNVUstring(app.appName, appName);
SetNVUstring(app.userFriendlyName, appFriendlyName);
SetNVUstring(app.launcher, L"");
SetNVUstring(app.fileInFolder, L"");
// Create Application
status = NvAPI_DRS_CreateApplication(hSession, hProfile, &app);
CheckError(status);
// Fill Setting Info
NVDRS_SETTING setting;
setting.version = NVDRS_SETTING_VER;
setting.settingId = OGL_THREAD_CONTROL_ID;
setting.settingType = NVDRS_DWORD_TYPE;
setting.settingLocation = NVDRS_CURRENT_PROFILE_LOCATION;
setting.isCurrentPredefined = 0;
setting.isPredefinedValid = 0;
setting.u32CurrentValue = threadedOptimization ? OGL_THREAD_CONTROL_ENABLE : OGL_THREAD_CONTROL_DISABLE;
setting.u32PredefinedValue = threadedOptimization ? OGL_THREAD_CONTROL_ENABLE : OGL_THREAD_CONTROL_DISABLE;
// Set Setting
status = NvAPI_DRS_SetSetting(hSession, hProfile, &setting);
CheckError(status);
// Apply (or save) our changes to the system
status = NvAPI_DRS_SaveSettings(hSession);
CheckError(status);
printf("Success.\n");
NvAPI_DRS_DestroySession(hSession);
return 0;
}
Solution 2:[2]
Thanks for subGlitch's answer first, based on that proposal, I just make a safer one, which would enable you to cache and change the thread optimization, then restore it afterward.
Code is like below:
#include <stdlib.h>
#include <stdio.h>
#include <nvapi.h>
#include <NvApiDriverSettings.h>
enum NvThreadOptimization {
NV_THREAD_OPTIMIZATION_AUTO = 0,
NV_THREAD_OPTIMIZATION_ENABLE = 1,
NV_THREAD_OPTIMIZATION_DISABLE = 2,
NV_THREAD_OPTIMIZATION_NO_SUPPORT = 3
};
bool NvAPI_OK_Verify(NvAPI_Status status)
{
if (status == NVAPI_OK)
return true;
NvAPI_ShortString szDesc = {0};
NvAPI_GetErrorMessage(status, szDesc);
char szResult[255];
sprintf(szResult, "NVAPI error: %s\n\0", szDesc);
printf(szResult);
return false;
}
NvThreadOptimization GetNVidiaThreadOptimization()
{
NvAPI_Status status;
NvDRSSessionHandle hSession;
NvThreadOptimization threadOptimization = NV_THREAD_OPTIMIZATION_NO_SUPPORT;
status = NvAPI_Initialize();
if(!NvAPI_OK_Verify(status))
return threadOptimization;
status = NvAPI_DRS_CreateSession(&hSession);
if(!NvAPI_OK_Verify(status))
return threadOptimization;
status = NvAPI_DRS_LoadSettings(hSession);
if(!NvAPI_OK_Verify(status))
{
NvAPI_DRS_DestroySession(hSession);
return threadOptimization;;
}
NvDRSProfileHandle hProfile;
status = NvAPI_DRS_GetBaseProfile(hSession, &hProfile);
if(!NvAPI_OK_Verify(status))
{
NvAPI_DRS_DestroySession(hSession);
return threadOptimization;;
}
NVDRS_SETTING originalSetting;
originalSetting.version = NVDRS_SETTING_VER;
status = NvAPI_DRS_GetSetting(hSession, hProfile, OGL_THREAD_CONTROL_ID, &originalSetting);
if(NvAPI_OK_Verify(status))
{
threadOptimization = (NvThreadOptimization)originalSetting.u32CurrentValue;
}
NvAPI_DRS_DestroySession(hSession);
return threadOptimization;
}
void SetNVidiaThreadOptimization(NvThreadOptimization threadedOptimization)
{
NvAPI_Status status;
NvDRSSessionHandle hSession;
if(threadedOptimization == NV_THREAD_OPTIMIZATION_NO_SUPPORT)
return;
status = NvAPI_Initialize();
if(!NvAPI_OK_Verify(status))
return;
status = NvAPI_DRS_CreateSession(&hSession);
if(!NvAPI_OK_Verify(status))
return;
status = NvAPI_DRS_LoadSettings(hSession);
if(!NvAPI_OK_Verify(status))
{
NvAPI_DRS_DestroySession(hSession);
return;
}
NvDRSProfileHandle hProfile;
status = NvAPI_DRS_GetBaseProfile(hSession, &hProfile);
if(!NvAPI_OK_Verify(status))
{
NvAPI_DRS_DestroySession(hSession);
return;
}
NVDRS_SETTING setting;
setting.version = NVDRS_SETTING_VER;
setting.settingId = OGL_THREAD_CONTROL_ID;
setting.settingType = NVDRS_DWORD_TYPE;
setting.u32CurrentValue = (EValues_OGL_THREAD_CONTROL)threadedOptimization;
status = NvAPI_DRS_SetSetting(hSession, hProfile, &setting);
if(!NvAPI_OK_Verify(status))
{
NvAPI_DRS_DestroySession(hSession);
return;
}
status = NvAPI_DRS_SaveSettings(hSession);
NvAPI_OK_Verify(status);
NvAPI_DRS_DestroySession(hSession);
}
Based on the two interfaces (Get/Set) above, you may well save the original setting and restore it when your application exits. That means your setting to disable thread optimization only impact your own application.
static NvThreadOptimization s_OriginalNVidiaThreadOptimization = NV_THREAD_OPTIMIZATION_NO_SUPPORT;
// Set
s_OriginalNVidiaThreadOptimization = GetNVidiaThreadOptimization();
if( s_OriginalNVidiaThreadOptimization != NV_THREAD_OPTIMIZATION_NO_SUPPORT
&& s_OriginalNVidiaThreadOptimization != NV_THREAD_OPTIMIZATION_DISABLE)
{
SetNVidiaThreadOptimization(NV_THREAD_OPTIMIZATION_DISABLE);
}
//Restore
if( s_OriginalNVidiaThreadOptimization != NV_THREAD_OPTIMIZATION_NO_SUPPORT
&& s_OriginalNVidiaThreadOptimization != NV_THREAD_OPTIMIZATION_DISABLE)
{
SetNVidiaThreadOptimization(s_OriginalNVidiaThreadOptimization);
};
Solution 3:[3]
Hate to state the obvious but I feel like it needs to be said.
Threaded optimization is notorious for causing stuttering in many games, even those that take advantage of multithreading. Unless your application works well with the threaded optimization setting, the only logical answer is to tell your users to disable it. If users are stubborn and don't want to do that, that's their fault.
The only bug in recent memory I can think of is that older versions of the nvidia driver caused applications w/ threaded optimization running in Wine to crash, but that's unrelated to the stuttering issue you describe.
Solution 4:[4]
Building off of @subGlitch's answer, the following checks to see if an application profile already exists, and if so updates the existing profile instead of creating a new one. It is also encapsulated into a function which can be called, that will bypass the logic if the nvidia api is not found on the system (AMD/Intel users), or an issue is encountered which prohibits modifying the profile:
#include <iostream>
#include <nvapi.h>
#include <NvApiDriverSettings.h>
const wchar_t* profileName = L"Application for testing nvidia api";
const wchar_t* appName = L"nvapi.exe";
const wchar_t* appFriendlyName = L"Nvidia api test";
const bool threadedOptimization = false;
bool nvapiStatusOk(NvAPI_Status status)
{
if (status != NVAPI_OK)
{
// will need to not print these in prod, just return false
// full list of codes in nvapi_lite_common.h line 249
std::cout << "Status Code:" << status << std::endl;
NvAPI_ShortString szDesc = { 0 };
NvAPI_GetErrorMessage(status, szDesc);
printf("NVAPI Error: %s\n", szDesc);
return false;
}
return true;
}
void setNVUstring(NvAPI_UnicodeString& nvStr, const wchar_t* wcStr)
{
for (int i = 0; i < NVAPI_UNICODE_STRING_MAX; i++)
nvStr[i] = 0;
int i = 0;
while (wcStr[i] != 0)
{
nvStr[i] = wcStr[i];
i++;
}
}
void initNvidiaApplicationProfile()
{
NvAPI_Status status;
// if status does not equal NVAPI_OK (0) after initialization,
// either the system does not use an nvidia gpu, or something went
// so wrong that we're unable to use the nvidia api...therefore do nothing
/*
if (!nvapiStatusOk(NvAPI_Initialize()))
return;
*/
// for debugging use ^ in prod
if (!nvapiStatusOk(NvAPI_Initialize()))
{
std::cout << "Unable to initialize Nvidia api" << std::endl;
return;
}
else
{
std::cout << "Nvidia api initialized successfully" << std::endl;
}
// initialize session
NvDRSSessionHandle hSession;
if (!nvapiStatusOk(NvAPI_DRS_CreateSession(&hSession)))
return;
// load settings
if (!nvapiStatusOk(NvAPI_DRS_LoadSettings(hSession)))
return;
// check if application already exists
NvDRSProfileHandle hProfile;
NvAPI_UnicodeString nvAppName;
setNVUstring(nvAppName, appName);
NVDRS_APPLICATION app;
app.version = NVDRS_APPLICATION_VER_V1;
// documentation states this will return ::NVAPI_APPLICATION_NOT_FOUND, however I cannot
// find where that is defined anywhere in the headers...so not sure what's going to happen with this?
//
// This is returning NVAPI_EXECUTABLE_NOT_FOUND, which might be what it's supposed to return when it can't
// find an existing application, and the documentation is just outdated?
status = NvAPI_DRS_FindApplicationByName(hSession, nvAppName, &hProfile, &app);
if (!nvapiStatusOk(status))
{
// if status does not equal NVAPI_EXECUTABLE_NOT_FOUND, then something bad happened and we should not proceed
if (status != NVAPI_EXECUTABLE_NOT_FOUND)
{
NvAPI_Unload();
return;
}
// create application as it does not already exist
// Fill Profile Info
NVDRS_PROFILE profileInfo;
profileInfo.version = NVDRS_PROFILE_VER;
profileInfo.isPredefined = 0;
setNVUstring(profileInfo.profileName, profileName);
// Create Profile
//NvDRSProfileHandle hProfile;
if (!nvapiStatusOk(NvAPI_DRS_CreateProfile(hSession, &profileInfo, &hProfile)))
{
NvAPI_Unload();
return;
}
// Fill Application Info, can't re-use app variable for some reason
NVDRS_APPLICATION app2;
app2.version = NVDRS_APPLICATION_VER_V1;
app2.isPredefined = 0;
setNVUstring(app2.appName, appName);
setNVUstring(app2.userFriendlyName, appFriendlyName);
setNVUstring(app2.launcher, L"");
setNVUstring(app2.fileInFolder, L"");
// Create Application
if (!nvapiStatusOk(NvAPI_DRS_CreateApplication(hSession, hProfile, &app2)))
{
NvAPI_Unload();
return;
}
}
// update profile settings
NVDRS_SETTING setting;
setting.version = NVDRS_SETTING_VER;
setting.settingId = OGL_THREAD_CONTROL_ID;
setting.settingType = NVDRS_DWORD_TYPE;
setting.settingLocation = NVDRS_CURRENT_PROFILE_LOCATION;
setting.isCurrentPredefined = 0;
setting.isPredefinedValid = 0;
setting.u32CurrentValue = threadedOptimization ? OGL_THREAD_CONTROL_ENABLE : OGL_THREAD_CONTROL_DISABLE;
setting.u32PredefinedValue = threadedOptimization ? OGL_THREAD_CONTROL_ENABLE : OGL_THREAD_CONTROL_DISABLE;
// load settings
if (!nvapiStatusOk(NvAPI_DRS_SetSetting(hSession, hProfile, &setting)))
{
NvAPI_Unload();
return;
}
// save changes
if (!nvapiStatusOk(NvAPI_DRS_SaveSettings(hSession)))
{
NvAPI_Unload();
return;
}
// disable in prod
std::cout << "Nvidia application profile updated successfully" << std::endl;
NvAPI_DRS_DestroySession(hSession);
// unload the api as we're done with it
NvAPI_Unload();
}
int main()
{
// if building for anything other than windows, we'll need to not call this AND have
// some preprocessor logic to not include any of the api code. No linux love apparently...so
// that's going to be a thing we'll have to figure out down the road -_-
initNvidiaApplicationProfile();
std::cin.get();
return 0;
}
Sources
This article follows the attribution requirements of Stack Overflow and is licensed under CC BY-SA 3.0.
Source: Stack Overflow
| Solution | Source |
|---|---|
| Solution 1 | subGlitch |
| Solution 2 | |
| Solution 3 | user6277017 |
| Solution 4 |

