Search Issue Tracker
Fixed in 2018.1.X
Votes
0
Found in
2017.1.0b8
Issue ID
950318
Regression
Yes
[Mac] Fps drop then the user sets Graphics API to OpenGLCore and turns V Sinc Count "Every V Blank" on. Only with editor
How to reproduce:
1. Download attached project file
2. Open "Main" Scene
3. Press Play
4. Change graphic settings to "Fantastic" (in game, you can change graphic settings with PageUp button)
Actual result: Fps drops then the user sets Graphics API to OpenGLCore and turns V Sinc Count "Every V Blank" on. FPS becomes 7-15 lower (only with Editor, built game shows normal fps)
Reproduced with: 2017.1.0b8, 2017.1.1p1, 2017.2.0b11, 2017.3.0a7
Not reproduced with: 5.6.3p3, 2017.1.0b7
Regression since: 2017.1.0b8
Tested with:
Mac 10.9.5, 3.06 GHz Intel Core 2 Duo, 6GB RAM, NVIDIA GeForce 9400 (drops from 52-56 to 41-45)
Mac 10.12.3, 2.9 GHz i5, 8GB Ram, NVIDIA GeForce GT 750M (drops from ~50 to 35-42)
Mac 10.12.6, 2.3GHz i7, 16GB Ram, NVIDIA GeForce GT 750M (drops from stable 60 to 55-60)
Windows 10,7, DirectX 11, 9, OpenGLCore (not reproduced)
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Rendering locks up when not looking at a transparent material on Meta Quest 2
- Volumetrics break when using a Custom Pass to create a Thickness Buffer for Alpha Clipping
- All tests are run instead of only the failed ones when the "Rerun Failed" button is pressed
- GameObject is not masked when the "Render PostProcessing Effects" pass executes with a resolved non-MSAA Color target and MSAA DepthStencil target
- [Android] Gfx.WaitForGfxCommandsFromMainThread high performance usage and inconsistency when built Player scene has Canvas GameObject on a specific Project
Add comment