Search Issue Tracker

Active

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

  1. Resolution Note:

    Postpone, U7 ports.

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.