Search Issue Tracker
Won't Fix
Votes
0
Found in
2019.3
2020.1.0b12
2020.2
Issue ID
1256481
Regression
No
[iOS] Xcode and FrameTimingManager GPU Frame Time do not match
How to reproduce:
1. Open the attached 'GPUFrameTimes.zip' project
2. Build for iOS and open the Xcode project
3. Select to Menu bar-> Product-> Scheme-> Edit Scheme
4. Set GPU Frame Capture to Metal and Metal API Validation to Enabled
5. Deploy the Xcode project to the iOS device
6. Press 'Capture GPU frame' button
7. Go to the FPS section of the navigator to observe the CPU and GPU timings
Expected result: Xcode and FrameTimingManager GPU timings match
Actual result: Xcode and FrameTimingManager GPU timings do not match
Reproducible with:
- iPhone 8 Plus (iOS 12.0)
- iPhone XR (iOS 13.4.1)
Reproducible with: 2019.4.2f1, 2020.1.0b14, 2020.2.0a15
Couldn't test with: 2018.3.24f1 due to errors
Notes:
- Screenshots of the issue are attached in Edit
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
- An "RefreshInternalV2 is called before InitialRefresh" error is thrown when opening a project where a build profile with Player settings added is selected
- MeshCollider preview gizmo disappears from the Scene view when overriding the mesh asset using any 3D editing tool
- Tutorial project is not created when started from the Get set up tab
- Audio Listener Component expands when selected
- [iOS] Frame Debugger rendering output doesn't work with iOS builds
Resolution Note (2020.2.X):
FrameTimingManager GPU timings are correct in this case and for getting correct/exact data on Xcode, Xcode Instruments should be used, as the GPU Frame Time gauge is not always correct