Search Issue Tracker
Fixed
Votes
0
Found in
5.5.0a5
Issue ID
823580
Regression
Yes
[metal/hlslcc/runtime] Bigger CPU/GPU frame time on OSX and iOS Metal builds
Steps to reproduce:
1. Open attached project
2. Change graphics API to 'Metal' for Mac Standalone
3. Build 'Test' scene
4. Attach the built app to Xcode project and observe the CPU/GPU frametime (this can only be done in macOS Sierra update, previous OSX versions don't have this functionality)
Repeat these steps with 5.5.0 (trunk) and metal/hlslcc/runtime branch, notice the difference in CPU and GPU frame times.
My results:
trunk:
CPU: 28 - 30ms
GPU: 29 - 30ms
metal/hlslcc/runtime:
CPU: 33 - 35ms
GPU: 33 - 36ms
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Android][Vulkan] Crash on /system/lib/libandroid.so (ANativeWindow_setBuffersGeometry+4) when the Vulkan Graphics API is used
- Event handlers are preventing operations when trying to copy or paste HTML text in the WebGL Player
- [macOS] Crash on __pthread_kill when Exporting a Package while another export is in progress
- Crash on TransformAccessDestroyCallback when removing a URP Decal Projector component from a parent GameObject that had a URP Decal Projector child GameObject
- [ShaderGraph][URP Sample] Shader error in 'Shader Graphs/Screen_Graph': 'SHADERGRAPH_BAKED_GI'
Add comment