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Under Consideration for 2021.3.X, 2022.3.X, 6000.0.X

Votes

4

Found in

2021.3.32f1

2022.3.13f1

2023.1.20f1

2023.2.0b18

2023.3.0a14

6000.0.0b11

7000.0.0a1

Issue ID

UUM-56181

Regression

No

Changing frame interval from lower FPS back to 60 FPS using OnDemandRendering.renderFrameInterval causes lag in the PLayer and spikes show up in the Profiler for WaitForTargetFPS

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How to reproduce:
1. Open the "IN_59080" project
2. Open the “SampleScene”
3. In the Build Settings "Run Device" dropdown, select the desired device
4. Enable "Development Build" and enable "Autoconnect Profiler"
5. Press Build And Run
6. In the Player press on the spinning image
7. Observe the Profiler

Expected result: no spike in the CPU Usage
Actual result: spike in CPU Usage

Testing environment: Windows 10 Pro
Not reproducible on: no other environment tested

Reproducible with: 2021.3.32f1, 2022.3.13f1, 2023.1.20f1, 2023.2.0b18, 2023.3.0a14

Reproducible on these devices:
VLNQA00178, Xiaomi Redmi Note 4 (Redmi Note 4), Android 6.0, CPU: MediaTek Helio X20 MT6797M, GPU: Mali-T880
VLNQA00267, Samsung Galaxy S10+ (SM-G975F), Android 12, CPU: Exynos 9 (9820), GPU: Mali-G76
VLNQA00489, Htc 10 (HTC 10), Android 6.0.1, CPU: Snapdragon 820 MSM8996, GPU: Adreno (TM) 530
VLNQA00120, Google Pixel 2 (Pixel 2), Android 8.1.0, CPU: Snapdragon 835 MSM8998, GPU: Adreno (TM) 540
VLNQA00494 - iPhone 14 Pro Max, 16.3.1 iOS
VLNQA00392 - iPad (9th generation), 15.0 iOS

Not reproducible on these devices:
VLNQA00358 - iPhone 12, 14.1 iOS
VLNQA00310 - iPad Pro 12.9", 13.4.1 i

Notes:
- Not reproducible in the Editor
- Reproducible on WindowsStandalone, iOS and Android Platforms (WebGL not tested). Keeping steps for the Android Platform since the spike is better visible in the Profiler

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