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Fixed in 2020.2.X

Fixed in 2019.4.X, 2020.1.X

Votes

4

Found in

2019.3.0a6

2019.3.1f1

2020.1

Issue ID

1219619

Regression

Yes

[Windows] Editor uses one CPU Logical Processor at 100% while the game is in Pause Mode

Audio

-

Reproduction steps:
1. Create a new project
2. Enter Play Mode
3. Pause the game
4. Inspect loads on all of CPU's Logical Processors using monitoring software (Task Manager)

Reproducible with: 2019.3.0a6, 2019.3.2f1, 2020.1.0a24
Not reproducible with: 2017.4.37f1, 2018.4.17f1, 2019.3.0a5

Notes:
1. In 2020.1.0a24 the Entire GPU is loaded extremely heavily (> 70% and more than half cores loaded at > 90%)
2. Sometimes the load on one Logical Processor does not stay at 100% but rather spikes to 100% between some Logical Processors (Or one Thread spiking to 100%)
3. This was tested on Windows. The issue does not seem to reproduce on Mac
4. Sometimes the issue stops reproducing and PC needs a restart to make the issue reproduce again

  1. Resolution Note (fix version 2020.2):

    Fixed with 2020.2.0a12, backported to 2019.3.16f1

    Fixed an Editor issue on Windows where while in playmode and paused one or more CPUs would be utilized at 100%.

  2. Resolution Note (fix version 2020.1):

    Fixed in 2020.1.0b16

Comments (3)

  1. snlehton

    Mar 13, 2020 18:27

    I just realized this was about having the editor paused and not running (empty scene). So it's probably different issue.

  2. snlehton

    Mar 13, 2020 08:53

    I have the same issue. Running empty scene in editor consumes all CPU - not one core but all of them. Happens 2019.3.5f1 and 2019.2.3f1 at least (both Android and Standalone platforms).

    Windows Performance Analyzer shows multiple threads running some DirectX 10 stuff:
    d3d10warp.dll!Task_Rasterize
    d3d10warp.dll!RasterizationStage::RasterizeBuffer
    d3d10warp.dll!RasterizationStage::RasterizeBufferNoPixelShader
    ....
    d3d10warp.dll!PixelJITProcessor::ExecuteJIT

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