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Not Reproducible
Votes
4
Found in
5.6.3f1
Issue ID
941566
Regression
No
[Metal] [MacOS-Standalone-64Bit] Frame rate spikes in Gfx.WaitForPresent
Reproduction steps:
1. Open the attached project from case 947494.
2. Make sure graphics API is set to Metal.
3. Go to Build Settings and select:
- Architecture - x86_64
- Development Build
- Autoconnect Profiler.
4. Build and run for macOS.
5. Focus the Editor and check the Profiler (Screenshots attached).
- MacOS 64 bit Metal build has performance drop spikes on Gfx.WaitForPresent.
- Graphics Jobs doesn't affect the result.
Reproduced with:
5.6.0f1, 5.6.3f1, 2017.1.0p4, 2017.0.2b10
Metal
MacOS 64 Bit Standalone
Not reproducible with:
OpenGLCore
or
MacOS 32 Bit Standalone
Comments (2)
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christiancrt
Dec 16, 2017 12:28
Please test this with iOS as well (Unity 5.6.4) before fixing this specifically for macOS. I suspect the bug to be related to the metal integration in general
tnaseem
Nov 05, 2017 22:59
I was going mad until I read your issue report here! I was trying to figure out why my builds were so slow compared with running in the editor (with the same settings).
It's happening for both 64 and 32 bit builds.
In my case, I was getting horrendous framerate issues on a build (down to 15fps), using Metal. Switching to OpenGLCore, I'm back to 60fps.
MacOS Sierra 10.13.1 and Unity 2017.2.0f3.