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By Design
Votes
5
Found in
2019.4
2020.3
2020.3.15f2
2021.1
2021.2
2022.1
Issue ID
1357486
Regression
No
DXGI.WaitOnSwapChain causes lower fps when in Player
How to reproduce:
1. Open the attached project "UniverseSandbox2020.zip"
2. Select "Main" Scene (Scenes>Main)
3. Enter Play Mode
4. Press the "hamburger" button in top-left to open the Home panel
5. Press "Settings"
6. Select the "Performance" tab
7. Switch "Atlas Resolution" to 4096x8192
8. Note framerate either through the Profiler or through built-in FPS info counter (Home>Settings>Debug Tab>Show FPS info)
9. Build And Run the project
10. Repeat steps 4-8
Expected results: Fps is the same in both the Editor and the Player
Actual results: Fps is lower in Player than in Editor
Reproducible with: 2019.4.31f1, 2020.3.21f1, 2021.1.26f1, 2021.2.0b16, 2022.1.0a12
Notes:
- Could not test with OpenGL as the project is incompatible
- VSync is turned off both in the Editor and the Player
Comments (2)
-
unity_FB1CA1923FE2251F5666
Feb 05, 2024 17:58
We actually have tried this solution, running Unity version 2023.2.5f1, however it does not work still. We've tried setting the maxQueuedFrames with no luck. Interestingly it only happens on laptops with GPUs if that makes a difference. Please offer a different solution. Thank you.
-
unity_OwsoyU3laIykcQ
Feb 05, 2024 17:47
We do what you write in the solution. Belalitjuk awakeben to 2 in editor 100+fps in build only 5.
We logged in and 2 is the value in build really. What could be the error?
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Resolution Note (2022.1.X):
The issue is occurring because the project scripts set QualitySettings.maxQueuedFrames = 1;which effectively causes the runtime to wait for the GPU to finish rendering and present the last frame. This wait is ignored in the editor, but happens in the standalone player, hence the difference. If this setting remains at the default ( or is set to ) 2, then standalone performance matches expectations