Search Issue Tracker
Fixed in 2020.2.X
Fixed in 2020.3.X
Votes
0
Found in
2019.3.15f1
2019.4
2020.2
Issue ID
1274505
Regression
No
FrameTimingManager.GetLatestTimings returns a smaller gpuFrameTime than it actually is
Reproduction steps:
1. Open the user's attached project ("TimingsRendering.zip")
2. Open the repro scene ("SampleScene")
3. Enter Play Mode
4. Inspect GPU frame time in the upper left corner
Expected result: GPU frame time reflects actual GPU time (~30ms)
Actual result: GPU frame time displays tiny values (~0.02ms)
Reproducible with: 2019.4.10f1, 2020.1.5f1, 2020.2.0b2
Couldn't reproduce with 2018.4 (errors after downgrade)
Notes:
1. The issue also reproduces on builds - real values can be inspected by attaching Profiler to the build
2. To profile GPU times in Editor, switch the Graphics API from Vulkan to Directx11
3. Builds made with Vulkan crashes on launch on 2019.4, 2020.1 streams
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
- Rigged GameObject doesn’t return to its idle state when disabling "Preview" and the GameObject has nested rigged GameObjects
- Error "ArgumentException: Trying to use an invalid resource" when creating custom post-processing effect in URP
- [DX12] GameObjects using CommandBuffer DrawProcedural and DispatchCompute calls have color flicker when changing color and moving mouse cursor
- The Player becomes unresponsive after resolution switch in Exclusive Fullscreen mode when using DX12 Graphics API
- (Apple Silicon) Floating point inconsistencies between mono and il2cpp
Resolution Note (fix version 2020.2):
Fixed FrameTimingManager integration points to measure correct full frame time on DX12 / Vulkan
Landed in - 2021.1.0a8
Resolution Note (fix version 2020.3):
Fixed in: 2020.3.18f1