Search Issue Tracker
Third Party Issue
Votes
6
Found in
2019.4.40f1
2020.3.35f1
2021.3.6f1
2022.1.8f1
2022.2.0a18
2023.1.0a1
2023.2.0a1
Issue ID
UUM-2526
Regression
Yes
Frame rate drops when using multiple monitors with duplicated screen
How to reproduce:
1. Open the attached project "1253558.zip"
2. Open the "Test" Scene
3. Build and Run the project
4. Set your operating system display mode to duplicate (for Windows go to Settings > System > Display and set Multiple Displays to "Duplicate these displays")
Expected result: the frame rate does not drop
Actual result: the frame rate drops below 60fps
Reproducible with: 2019.1.0a10, 2019.4.0f1, 2020.1.0b12, 2020.2.0a14
Not reproducible with: 2018.4.23f1, 2019.1.0a9
Note:
- frame rate drops from an over thousand to less than 60fps
- only reproduces when using multiple monitors with a "Duplicate these displays" mode (for Windows go to Settings > System > Display and set Multiple Displays to "Duplicate these displays")
- only reproduces when Fullscreen Mode is set to "Maximized Window" or "Fullscreen window" (Project Settings > Player > Resolution and Presentation)
- only reproduces with Direct3D11 and Direct3D12 (tested but did not reproduce with Vulkan, OpenGLCore, OpenGLES2, OpenGLES3)
- reproduces with Builtin RP, HDRP, and URP
- does not reproduce if any type of overlay is present (as an example overlay created by screen recording software, windows game bar, Nvidia GeForce experience, etc.)
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
- “[Worker0] Could not generate preview image“ error when opening macOS native plugin in the Inspector with Architecture to build for set to ARM 64-bit
- [iOS] Application.absoluteURL is empty on Awake/Start when opening via deep link with Splash Screen disabled
- Crash on MemoryManager::Deallocate when rapidly calling Addressables.LoadAssetAsync
- Crash on physx::shdfnd::atomicIncrement when adjusting values on a character controller component after entering Play mode in Prefab edit mode
- [Rendering Debugger] [NewInputSystem] Debug Overlays in Play mode throws InvalidOperationException when using New Input System
Resolution Note:
DX11 and 12 use different swapchains compared to OpenGL and Vulkan. The flip model swapchains offer lower latency and better user experience. They are not available in other backends explicitly. In addition we use waitable swapchains on DX11 and DX12, another feature not available on other backends.
There is likely a way to get this usecase working in general, but not with waitable swapchains as is. So it's more of a feature request. If a feature request is made it will be opt-in as on the normal standalone player waitable flip model swapchains offer superior end user experience.