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[Android] Application.targetFrameRate fails when Optimized Frame Pacing is turned on



Steps to reproduce:
1. Open the project from case#1252978
2. Make sure that in the Player Settings under Resolution and Presentation Optimized Frame Pacing is turned on
3. Build for Android
4. Press the Play button
5. Select the first level

Expected: the framerate runs at 50
Actual: the framerate initially runs at 50 but jumps down to 30

Reproduced in: 2019.3.16f1, 2019.4.11f1, 2020.1.7f1, 2020.2.0b4
Could not test 2018.4.23f1 due to project breaking

Reproducible with these devices:
N/A, Samsung Galaxy S9 (SM-G960F), Android 8.0.0, CPU: Exynos 9 Series 9810, GPU: Mali-G72
VLNQA00220, Samsung Galaxy Note9 (SM-N960F), Android 8.1.0, CPU: Exynos 9 Series 9810, GPU: Mali-G72
VLNQA00123, Google Pixel 2 XL (Pixel 2 XL), Android R, CPU: Snapdragon 835 MSM8998, GPU: Adreno (TM) 540
VLNQA00024, Xiaomi Mi 5 (MI 5), Android 7.0, CPU: Snapdragon 820 MSM8996, GPU: Adreno (TM) 530
VLNQA00316, Samsung Galaxy Note10 (SM-N970F), Android 9, CPU: Exynos 9 Series 9825, GPU: Mali-G76

-targetFrameRate is set to 50 in the "GameManager.cs" Script
-Note that Vsync is disabled
-iOS does not have the Optimized Frame Pacing option

  1. Resolution Note (2020.2.X):

    Optimized frame pacing option allows to render only at fixed frame rate which is a fraction of the screen refresh rate. On a device with a screen refresh rate of 60Hz, Optimized frame pacing allows to render at 60fps, 30fps (1/2 of refresh rate), 20fps (1/3 of refresh rate), 15fps (1/4 of refresh rate) and so on. Since the project sets fps to 50, optimized frame pacing sets it to 30fps. Optimized frame pacing has to be disabled to render at 50 fps.

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