Search Issue Tracker

Not Reproducible

Votes

1

Found in

5.0.0b18

Issue ID

669308

Regression

Yes

[CPUUsage] CPU usage is way bigger in 5.0.0 32bit builds than it was on 4.x 32bit builds

Deployment Management

-

Steps to reproduce:

1. Create a new Unity project with Unity 4.6.x
2. Build and run the project for 32bit architecture
3. Open task manager
4. Make the player window active (click on it)
5. Observe the CPU usage of the player (usually doesn't use more than 3%)
6. Repeat 1-5 steps with Unity 5.0.0
7. Notice that this time the CPU usage gets way higher (on my machine it goes up to roughly 20% at times, usually about 14-15%)

Note: this does not occur if the builds are 64bit

Comments (2)

  1. Nokola

    Oct 16, 2015 07:53

    I see a very similar issue, unity 5.2.1. When I disable vsync, cpu usage maxes out. With vsync enabled, it doesn't. Investigating.

  2. olivier.gosseaume.maison

    Feb 03, 2015 18:25

    In my opinion same problem described in issue id 667409

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.