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Won't Fix
Votes
3
Found in [Package]
Issue ID
1176699
Regression
No
[Android][Profiler] CinemachineBrain.LateUpdate has big latency when using simple camera setup on Android devices
To reproduce:
1. Open attached project
2. Build and run for android device
3. Connect Unity Profiler
Actual result: Observe CinemachineBrain.LateUpdate costs a lot of performance from 1.2ms to 2ms
Expected result: Using such a simple camera setup, with two virtual-cams only, should cost almost no performance at all
Reproduced in: 2018.4.7f1; 2020.1.a1
Tested with:
VLNQA00277, Asus ROG Phone (ASUS_Z01QD), Android 8.1.0, CPU: Snapdragon 845 SDM845, GPU: Adreno (TM) 630
VLNQA00224, Samsung Galaxy A5(2017) (SM-A520F), Android 8.0.0, CPU: Exynos 7 Octa 7880, GPU: Mali-T830
VLNQA00138, Huawei P20 Pro (CLT-L29), Android 8.1.0, CPU: HiSilicon Kirin 970, GPU: Mali-G72
VLNQA00012, Samsung Galaxy S6 (SM-G920F), Android 7.0, CPU: Exynos 7 Octa 7420, GPU: Mali-T760
Note: in Editor the CinemachineBrain.LateUpdate has only 0.20ms
Comments (3)
- 
        
Gregoryl
Jan 15, 2020 17:41
@altervorrin 6 to 8ms is not reasonable, and possibly points to an inaccurate measurement. Make sure Deep Profiling is disabled, or your data will be skewed.
 - 
        
AlterVorrin
Aug 28, 2019 11:27
We're having similar problems, on iOS. Slightly more complex setup, but nothing that should come out very expensive (a bunch of standby=never plain virtual camera, and one freelook camera rig). For us too, 0.20 ms in editor, but 6 to 8 ms on device (ipad).
 - 
        
Peter77
Aug 24, 2019 14:51
 
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Resolution Note:
To get optimal performance, user must disable Script Debugging, and build with IL2CPP instead of Mono