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
- URP Realtime reflection probes do not update when RenderProbe() is being called once per second
- Addressable terrain shader variants are stripped from the Player
- [iOS] Debug.Log() appears as <private> in Console app
- UI stays in the background when it is disabled in simulator
- A wrong log file is attached when project is launched with a "-logFile" command line argument
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.