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12
Found in
2022.3.23f1
6000.0.0b14
6000.1.0a7
6000.2.0a1
6000.3.0a1
6000.4.0a1
6000.5.0a1
6000.6.0a1
Issue ID
UUM-68029
Regression
No
[Android] Application.setTargetFramerate different results when Optimized Frame Pacing is used
Steps to reproduce:
1. Create a new Unity project
2. Import the VRR Adaptive Performance Sample https://docs.unity3d.com/Packages/com.unity.adaptiveperformance@4.0/manual/samples-guide.html#vrr-sample
3. Build 2 Android apps, one with OFP enabled and one with OFP disabled.
4. Run each of them and compare actual FPS when using the slider.
Actual results: Optimized “Swappy” Frame Pacing clamps the target framerate down to the next available framerate that is a divisor of the screen refresh rate. And the default frame pacing uses the following formula: FR = RR / round(RR/TF). Where FR is the new Frame Rate; RR is the Refresh Rate of the screen; TF is the Target Frame Rate.
Expected results: Both options set the actual frame rate with the same strategy.
Reproducible with versions: 2022.3, 2023.3, Unity 6
Not reproducible with versions: ??
Notes:
- needs more testing to see if 2021.3 reproduces
Comments (2)
-
Beatriceol
May 10, 2024 07:38
Not reproducible with versions:2021.3.12f1
Reproducible with versions:2021.3.37f1 2022.3.28f1 6000.0.0f1
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