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Won't Fix
Votes
0
Found in
2022.3.7f1
2023.1.9f1
2023.2.0b5
2023.3.0a3
6000.0.0b11
Issue ID
UUM-45863
Regression
No
FrameTimingManager reports GPU time as if it had VSync wait time included when using DX11
Reproduction steps:
1. Open the attached “Repro” project
2. Open the “Assets/Scenes/SampleScene.unity” Scene
3. Make sure the “Graphics API for Windows” is set to “Direct3D11” by dragging it to the top of the list (Edit > Project Settings > Player > Other Settings > Rendering)
4. Build And Run the project (File > Build And Run)
5. Observe the GPU and CPU time in the Player
Expected result: GPU time is noticeably lower than CPU time (using 60 Hz monitor: GPU time is ~1 ms and CPU time is ~16.66 ms)
Actual result: GPU time is +- equal to the CPU time (using 60 Hz monitor: GPU time is ~16.66 ms and CPU time is ~16.66 ms)
Reproducible with: 2022.3.7f1, 2023.1.9f1, 2023.2.0b5
Couldn’t test with: 2021.3.29f1 (The FrameTimingManager reports CPU and GPU times as 0 when using DX11)
Reproducible on: Windows 10 Pro (22H2)
Not reproducible on: No other environment tested
Note:
- “VSync Count” has to be set to “Every V Blank” for the reproduction (Edit > Project Settings > Quality > Rendering)
- The issue is only reproducible on Direct3D11, on Direct3D12 the reported GPU time is 1ms (as expected)
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Resolution Note:
Thank you for reporting a bug to Unity.
We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available.
Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.
Resolution Note:
Thank you for reporting a bug to Unity.
We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available.
Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.