Search Issue Tracker
By Design
Votes
0
Found in
5.4.0f2
Issue ID
816395
Regression
No
FPS and ms provided by statistics window doesn't match profiler's measurements
This issue has no description.
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
- “Default Scene” dropdown field contains a spelling mistake “Default Builtin”
- Editor crashes on PPtr<Mesh> after adding Text Mesh and Cloth Components to the same GameObject
- Previously deleted “DefaultLookDevProfile“ is present when upgrading the Editor version
- [Ubuntu] UI text and buttons are missing spaces in Unity Version Control > New Workspace window
- "Inherit attribute is not supported" warning is shown but attributes are available in VFX Graph Output and Update blocks
Resolution Note:
It is not a bug.
FPS in Editor show actual frame counts in a sec.
But profiler shows accumulated time of every process in a frame.
Unity divides render process from the main thread and run it in a different thread.
Render thread is simultaneously rendering while the main thread is working.
These threads wait each other until other thread finish their work.
So time to make 1 frame is maximum between main and render Thread.
---------------------------------------------------
code.. ( GameviewGUI.cs )
m_MaxTimeAccumulator += Mathf.Max(frameTime, renderTime);
---------------------------------------------------
But profiler accumulate every process time in on one graph.
It doesn't mean exact processing time of one frame.
It is sum of every processing times in a frame.