Search Issue Tracker
Won't Fix
Votes
0
Found in [Package]
10.2.0
Issue ID
1295594
Regression
No
[IOS]ShaderVariantCollection.WarmUP takes more then 2 time longer to execute compared to Android
Steps to reproduce:
1. Open the attached project "Case_1295594"
2. Build it to IOS and Android
3. In the top left corner press the button "warmup"
4. Compare the "Collection.WarmUp cost:" in Xcode and Android LogCat from the devices
Expected results: Shader WarmUp function takes a similar amount of time on mobile devices
Actual results: Shader WarmUp function takes twice or more time to execute on IOS compared to Android
Reproducible with: 2019.15f1, 2020.1.16f1, 2020.2.0b13, 2021.1.0a8
VLNQA00189 iPhone SE 11.4.1 -157.8522ms
VLNQA00201 iPad mini 4 11.4 - 186.2178ms
Note: Unable to test with 2018.4 due to project breaking. A screenshot of the results is attached
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
- Required SpriteMask class (ID 331) is stripped when "Strip Engine Code" is enabled
- “Maximized serialized file backup not found” error is thrown when minimizing a window in a newly opened project
- Build stack trace contains invalid lines when building with IL2CPP using scripts with delegates containing generic types in the signature
- Entities Systems window has a “Show Full Player Loop” dropdown which does nothing when clicked after enabling “Show Full Player Loop”
- Entities Hierarchy Search “Show/Hide” button’s Lens Icon is blurry when the Editor is on an external monitor
Resolution Note:
Xcode instruments show most of the time spent in metal itself and our side of the code is fine. To improve this offline shader compilation would be required, which we currently do not support. And as that task would require substantial rework of current systems, we are closing this case as won't fix