ZBrushCentral

Why does the computer’s CPU usage become very high when running ZBrush?

When running zbrush on my computer, the model polys is only 400,000, and the cpu usage will reach 80% to 100% during the process of enlargement and rotation, and some files with a high number of faces will crash. May I ask whether this is the problem of software setting or my cpu? My cpu model is i9-13900K and the Ram is 64G

Hi @XXAN ,

This is because with the exception of Redshift (GPU) and a couple plugins, ZBrush is almost entirely CPU driven. The CPU is tasked with redrawing the screen when you make a change to it. In other programs this task is offloaded to the GPU and the performance impact will show on that device. In ZBrush when you pan a model around the screen this will immediately impact the CPU. Even panning a relatively low poly model over an extended period of time will see significant CPU use.

This is not an oversight. There are reasons why ZBrush can comfortably handle extreme polycounts that most GPU driven programs cannot.

If you are trying to minimize CPU use, try to keep your canvas no larger than necessary while working. Increased canvas resolutions mean more pixels that must be rendered, which will result in a higher performance burden. If working on a high res display, make sure to let the OS handle display scaling. This will upscale the program UI and save you some performance burden over running at native res without any display scaling. The latter would tend to result in larger canvases and more pixels that must be rendered.



Re: Crash with extreme polycounts. This is not unusual. Extremely dense meshes are much more demanding in terms of performance, memory use, and the amount of points they put on the screen that must be rendered. Many system crashes are timing related when the program decides to do one thing and the OS decides to do another at the same time. The system stress introduced by extremely dense meshes tends to increase the window for things to go wrong. In addition a CPU under load will introduce heat and power issues that may generally destabilize some systems that are sensitive to these.

When working with dense meshes, be sure to transition to a multi-resolution mesh at some point when your form is stable. ZBrush will then switch to a lower level of subdivision when navigating if one is available. That generally improves performance and reduces system load. Keep as many points off the screen as possible by hiding unused subtools.

:slight_smile: