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Votes
0
Found in
2020.2.2f1
2020.3
2021.1
2021.2
Issue ID
1322196
Regression
No
Framerate issues while asynchronously loading multiple FBX objects in Player
How to reproduce:
1. Open the user's attached project
2. Open the Profiler window (Window > Analysis > Profiler)
3. Navigate to the Build Settings (File > Build Settings...)
4. Choose Android Platform with Development Build and Autoconnect Profiler settings enabled
5. Build and Run the project to an Android device
Expected result: During the initial seconds of the application no CPU/Memory spikes occur
Actual result: During the initial seconds of the application CPU/Memory spikes occur
Reproducible with: 2020.3.3f1, 2021.1.1f1, 2021.2.0a11
Could not test with: 2018.4.33f1, 2019.4.23f1 (multiple Console errors after downgrading)
Reproducible on:
N/A, Xiaomi - (Redmi Note 8 Pro), Android 9, CPU: MediaTek Helios G90T MT6785T, GPU: Mali-G76 MC4
N/A, Oculus (Quest 2), Android 10, CPU: Snapdragon XR2 Platform, GPU: Adreno (TM) 650
VLNQA00333, Hmd Global Nokia 7 plus, Android 10, CPU: Snapdragon 660, GPU: Adreno (TM) 512
VLNQA00099, Google Pixel XL (Pixel XL), Android 10, CPU: Snapdragon 821 MSM8996 Pro, GPU: Adreno (TM) 530
iPhone 6S (iOS 13.3.1)
iPhone 12 Pro (iOS 14.2.1)
Could not test on:
UTC0613, Oculus Quest (Quest), Android 7.1.1, CPU: Snapdragon 835 MSM8998, GPU: Adreno (TM) 540 (due to multiple "Autoconnected Player ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection." Console errors)
Windows Standalone (project is not set up to work on Standalone, multiple errors in-game after building)
Notes:
- Delays are in the range from ~600-1700ms
- Spikes occur on both Multi Pass and Multiview Stereo Rendering Modes
- Target framerate is set to 120 (can be found in "InfoPrinter.cs")
- Could be related to GPU fence or task that is taking place near the UploadMeshData, AwakeFromLoadMode, and CompleteUploadCommand methods from the "Mesh.cpp" file found in the Graphics/Mesh folder
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Resolution Note (2021.2.X):
Uploading the data to the GPU has to be done once everything is loaded. We don't currently support uploading chunks at a time.