Search Issue Tracker
Won't Fix
Votes
1
Found in
2021.3.27f1
2022.3.2f1
2023.1.0f1
2023.2.0a20
2023.3.0a3
6000.0.0b11
Issue ID
UUM-40440
Regression
No
Periodic frame stutter when Vsync is enabled with multiple monitors and differing refresh rates
Reproduction steps:
1. Connect three monitors that all are set to different refresh rates (i.e. first is set to higher than 60Hz, second - to 60Hz, third - to lower than 60Hz)
2. Open the attached “FrameDropRepro” project
3. Build and Run the project
4. Observe the frame rate counter in the top right corner of the Player for a few minutes
Expected result: The frame rate never drops below 60 FPS
Actual result: The frame rate occasionally drops below 60 FPS indicating a dropped frame
Reproducible with: 2021.3.27f1, 2022.3.2f1, 2023.1.0f1, 2023.2.0a20
Reproducible on: macOS 13.3 (Intel)
Note: The reproduction is inconsistent and may require waiting for a long time or relaunching the built Player multiple times to reproduce the issue.
Note2: please see the corresponding slack thread here; https://unity.slack.com/archives/C0105CH72UV/p1687367495176459
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
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Resolution Note:
Hardware limitations mean we can't vsync. Workaround is turn off vsync and use on demand rendering to limit frame rate.