Search Issue Tracker
Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
0
Found in
5.6.4f1
Issue ID
976920
Regression
No
Stuttery image rendering with fast continuous motion
Reproduction steps:
1. Open the attached project.
2. Play the 'Test' scene.
Actual behavior:
- Background will have occasional random performance drops/stutters
Notes:
- Go to Window > Monitors to observe inconsistently spaced "WaitForTargetFPS" spikes.
- Different graphics APIs shows different results. Metal shows more consistent performance drop spikes. Opengl spikes are less visible.
- Check the attached 'ScreenRecording_12-08-2017 11_03 pm.MP4' to see the issue.
Reproduced with:
5.6.0a1, 5.6.4p4, 2017.1.2p4, 2017.2.1f1, 2017.3.0f2, 2018.1.0a7
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note:
won't fix for now