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Fixed in 2018.3.X

Fixed in 2017.4.X

Votes

7

Found in

2018.2.0f2

Issue ID

1064747

Regression

No

[iOS] CPU spikes in the Profiler "Unaccounted time between" on iOS device using Multithreaded Rendering

iOS

-

To reproduce:
1. Open users attached project "unityClient-empty.zip"
2. Make sure that in Player Settings on iOS tab Multithreaded Rendering is enabled
3. Build for iOS with Development Build and Autoconnect Profiler enabled
4. Open built project with Xcode and deploy it to iOS device
5. Observe the Profiler CPU tab in the Editor

Expected result: no CPU spikes
Actual result: Getting "Unaccounted time between: PostLateUpdate.ProfilerEndFrame and Initialization.PlayerUpdateTime" 70% - 90% spikes

Reproduced on:
2017.4.8f1 2018.1.9f1 2018.2.2f1

Doesn't reproduce on:
2018.3.0a7 (getting consistent 30fps with small occasional spikes (see 1830a7.png))

Notes:
On 2017.2.3p3 getting spikes in "Profiler.FinalizeAndSendFrame" up to 78%

"Unaccounted time between: PostLateUpdate.ProfilerEndFrame and Initialization.PlayerUpdateTime" is also shown without Multithreaded Renderer but the spikes are bigger and easier to notice using Multithreaded Renderer.

Seems to be working fine on an android device: Google Pixel 2, OS: 8.1.0, CPU: arm64-v8a, GPU: Adreno (TM) 540

  1. Resolution Note (fix version 2018.3):

    Not reproducible anymore in 2018.3.0a7

  2. Resolution Note (fix version 2017.4):

    It's fixed and not considered to be backported.

Comments (5)

  1. jamesjxiao

    Jan 09, 2019 07:40

    untiy 2017.3.1 get this info, i had open the multithread rendering......
    how to fix it......

  2. timkff

    Dec 13, 2018 22:50

    I'm getting the same "Unaccounted time between: PostLateUpdate.ProfilerEndFrame and Initialization.PlayerUpdateTime" message with Multithreaded Rendering both on and off in Unity 2018.2.5f1

  3. shaker159

    Oct 10, 2018 11:13

    Try to increase the FPS on the start of the game. iOS is capped at 30 FPS by default, so if you want to increase it to 60 FPS, put this code to the start event: Application.targetFrameRate = 60;

    More info:
    https://docs.unity3d.com/Manual/iphone-iOS-Optimization.html
    https://docs.unity3d.com/ScriptReference/Application-targetFrameRate.html

  4. JesterGameCraft

    Sep 13, 2018 03:10

    On latest 2017 and seeing this. Without the Multithread Rendering it's causing periodic frame drops, just a frame here and there but when moving camera very noticeable when the frame drop occurs.

  5. glitchbeam

    Aug 07, 2018 09:52

    On Unity 2018.2.0f2 and I receive this exact issue regardless of multithreaded rendering. On iPhone 7, it consumes up to 45% and anywhere from >6-14ms.

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