# Mixer Group CPU Overhead

**URL:** <https://qa.fmod.com/t/mixer-group-cpu-overhead/15341>\
**Category:** FMOD Studio\
**Created:** [December 24, 2019, 3:49pm UTC](https://qa.fmod.com/t/mixer-group-cpu-overhead/15341 "2019-12-24T15:49:10Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![nmykhailov](https://avatars.discourse-cdn.com/v4/letter/n/bbe5ce/32.png) [@nmykhailov](https://qa.fmod.com/u/nmykhailov)\
**Post date:** [December 24, 2019, 3:49pm UTC](https://qa.fmod.com/t/mixer-group-cpu-overhead/15341/1 "2019-12-24T15:49:10Z")

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Hello everyone!  
I have a question regarding cpu usage of mixer groups in FMOD.  
Is it expensive(cpu-wise) to have a lot of Groups in the project?  
What is the CPU overhead of this? Can we have, let’s say, 30-40 mixer groups in a project and not worry about the cpu?  
Let’s say there are no any complex fxes on these groups, only grp volume mixing.

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**Author:** ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)\
**Post date:** [January 6, 2020, 2:59am UTC](https://qa.fmod.com/t/mixer-group-cpu-overhead/15341/2 "2020-01-06T02:59:32Z")

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Whilst having 30-40 group buses will have more CPU cost than having no group buses, it’s not possible to give any kind of estimate as to how much it uses because there are a lot of variables to consider. For example:

- Any effects on these buses
- Any modulation or automation on these buses
- There is an automatic clean up system in place to remove unused buses from memory (unless explicitly locked in code)

There’s a lot of optimization with buses to not negatively impact your game, so feel free to use as many as you need. If you need an exact figure for your game, I suggest capturing a profiler session to get statistics on CPU/memory usage with your setup.
