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Under Consideration for 2022.3.X, 6000.0.X, 6000.1.X, 6000.2.X, 6000.3.X
Votes
6
Found in
2022.3.23f1
6000.0.0b14
6000.1.0a7
6000.2.0a1
6000.3.0a1
7000.0.0a1
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
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