Search Issue Tracker
Fixed in 4.3.1
Votes
70
Found in
4.3.0f4
Issue ID
577067
Regression
Yes
Build performance drops after building in 4.3
Steps to reproduce :
- import the project "Tubes" attached in 4.2
- create a development build
- upgrade the project to 4.3 and create another development build
- start both build and notice that the performance of the 4.3 build is lower
*Note:
Regression from 4.2.
Profiler screenshots attached.
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
- Rigidbody2D.Slide API does not have the needed configuration when creating a 2D Top-Down character controller
- Opening reference for "Playables"component redirects to a missing page
- Sprite Renderer image is changed when switching Mask Interaction and changing Sprite to a shared Sprite
- An unsigned integer is not compared with an integer correctly in player when using IL2CPP backend
- Graphical artifacts are being rendered in Scenes that are loaded during run-time when GPU Resident Drawer is turned on
Yo123
Feb 07, 2014 15:19
Downloaded 4.3.4f1, totally fixed. Camera.render went from 115ms to 11ms.
Yo123
Feb 07, 2014 14:49
On a project where I was consolidating textures to improve static batching. Editor and web builds consistently improved, PC builds went down the drain.
SnoozePouch
Jan 31, 2014 07:44
We are seeing an fps drop from 70 to 30 on our windows standalone build using unity 4.3 vs 4.1. We do static batching, but now it's pretty much useless. We can't release this version of the game until we have a solution for this!
ImTastyCools
Dec 20, 2013 15:12
This isn't fixed. Performance (FPS) is still significantly lower than it used to be. I'm working on iOS and my game used to run at 60 FPS on an iPhone4. It never goes above 35 after switching to Unity 4.3.1
shiraz888
Dec 20, 2013 01:43
Enabling static batching on basic geometry (ground, buildings) causes frame rate to go from 60FPS+ to <20FPS. Disabling it causes it to shoot back up to 60FPS. Doesn't make a difference if static is enabled to meshes or meshes with LODS. View being rendered is about 500K vertices and similar # of Tris.
SteveEsco
Dec 03, 2013 02:40
This really does need to be addressed. I'm having the same issue.
vkidd
Nov 26, 2013 10:04
Seeing a significant drop in performance ( 60 -> 24 fps ) on Windows build. Fullscreen Editor runs at 60 FPS on the same machine.
sh0v0r
Nov 25, 2013 08:34
In my case it was a 4.2 project updated to 4.3 it runs fine in the editor but the Windows Standalone has significant performance loss of at least %50 and my 21" 2011 iMac appears to suffer from odd stalls which slowly recover over time.
tynew
Nov 25, 2013 04:08
[QUOTE=Arowx;1426636]It looks like quite a few people are noticing a performance drop on PC builds in 4.3
To test this try the following CubeMark builds.
CubeMark 4.2 - [url]https://dl.dropboxusercontent.com/u/19148487/CubeMark/Unity4.2/cubemark4_2.zip[/url]
CubeMark 4.3 - [url]https://dl.dropboxusercontent.com/u/19148487/CubeMark/Unity4.3/cubemark43.zip[/url]
CubeMark thread - [url]http://forum.unity3d.com/threads/151813-Unity-Benchmark-v0-1?p=1426634&viewfull=1#post1426634[/url][/QUOTE]
Just tried this.
16k cubes at 60fps on build 4.2
4k cubes at 60fps on build 4.3
So Unity 4.3 is a 4x performance drop.
homerender
Nov 23, 2013 12:55
More faster pleeeeeease....