Search Issue Tracker
Fixed in 5.3.7
Votes
3
Found in
5.3.5p3
Issue ID
805279
Regression
Yes
[iOS][Metal] GPU frame time is slower on Metal than openGLES3 when using Render Textures
Steps to reproduce:
1. Open attached project (RenderTextureTest_stripped.zip)
2. Make sure graphics API for iOS is set to Metal
3. Build the project for iOS and open it in Xcode
4. Go to Product/Scheme/Edit Scheme and change 'GPU Frame Capture' in 'Options' tab to Metal
5. Run on a metal device
6. Make a GPU frame capture, click on FPS tab and see the GPU frame time
7. Set graphics API to OpenGLES3
8. Build the project for iOS and open it in Xcode
9. Run on the same device
10. Make a GPU frame capture again, click on FPS tab and see the GPU frame time - notice it is smaller compared to Metal build
The results differ depending on a device, but Metal always shows slower GPU frame time.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Resources.UnloadUnusedAssets() freezes the Editor when releasing Mesh objects
- 16-bit Sprite Textures have a banding effect and loss of data when packing into Variant Sprite Atlas
- HDRP Cluster artifacts when having more than 100 lights
- ParticleCollisionEvent.intersection generates extremely high values when particles collide while in Play Mode
- Custom attributes are not properly converted to subgraphs
Add comment