Search Issue Tracker
By Design
Votes
0
Found in
2020.1.0a1
2020.2
2020.2.0a4
Issue ID
1230220
Regression
Yes
[Profiler] Frames are generated too fast when entering Play mode and observing the profiler data
How to reproduce:
1. Open attached project "ProfilerAnalyzerFrameSelect.zip"
2. Open Profiler window
3. Enter Play mode
4. Observe Profiler window generated data frames
Expected result: the frames are generated less often or the graph is more dense
Actual result: the graph of frames passes too fast
Reproducible with: 2020.1.0a1, 2020.1.0b3, 2020.2.0a4
Not reproducible with: 2017.4.38f1, 2018.4.20f1, 2019.3.7f1
Comments (1)
-
marcospgp
Sep 15, 2022 11:55
I fixed this issue by setting `Application.targetFrameRate` to a reasonable value (in my case 120FPS).
Having Vsync enabled in game view does not seem to affect this.
I do not consider this issue resolved, as it is not reasonable to expect frame rate to shoot up when both scene and game views are out of sight.
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 (2020.2.X):
The issue is caused by the Editor performance progression. Setting the GameView VSync setting to VSync and/or changing the amount of frames retained by the Profiler in the Profiler Preferences