Search Issue Tracker
Active
Under Consideration for 2022.3.X, 6000.0.X, 6000.2.X, 6000.3.X, 6000.4.X
Votes
6
Found in
2022.3.23f1
6000.0.0b14
6000.1.0a7
6000.2.0a1
6000.3.0a1
6000.4.0a1
6000.5.0a1
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
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Unity CIL Linker fails on Player build when persistent listeners have "<" and ">" in their XML attribute names
- ”Lighting data asset ‘LightingData’ is incompatible with the current Unity version…” warnings are thrown when saving Indoors (URP) and Outdoors (URP) Scenes as Scene Templates
- [iOS] The screen blinks when transitioning from custom to Unity splash screen
- [macOS] ”Ignoring depth surface load action as it is memoryless” warnings are thrown when taking Game View Snapshot
- UI Builder Inspector scrolls back up when changes on an expanded but not fully displayed Inspector tab are saved
Resolution Note:
Postpone, U7 ports.