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Fixed in 2019.2

Duplicate in 2018.3

Fixed in 2018.3, 2019.1

Votes

75

Found in

2017.4.0f1

2018.3.0a1

2018.3.0f2

2019.1.0a1

Issue ID

1112790

Regression

No

[VR]EarlyUpdate.XRUpdate's CPU usage increases by about 2.4ms every 10minutes if the Unity Player isn't focused on

XR

-

Steps to reproduce:

1. Create a new project
2. Enable VR
3. Build for standalone with "Development Build" and "Auto-Connect Profiler"
4. Run the build with an HMD attached
5. Open the profiler window
6. Make sure it is connected to the player
7. Leave the player running while unfocused for at least 20 minutes

Result: CPU usage spikes start occurring, player becomes laggy and continues to become worse as time goes on

Reproduced on 2017.4.0f1, 2017.4.17f1 2018.3.1f1, 2019.1.0a13

  1. Response avatar

    Resolution Note (fix version 2019.2):

    Fixed in 2018.3.10f1

Comments (27)

  1. 55254827963769e516617ee2c0688900?d=mm

    vrbugstream

    Mar 20, 2019 12:19

    My CPU hits 100% now. As a streamer I cannot have the game window always focused and I see the CPU increase on Unity games to the point that it destroys the frame rate in the HMD. I had to stop my stream today because of this issue. Please fix.

  2. F08983fcdf45e87ec3c3fd74ab302450?d=mm

    raithza

    Mar 13, 2019 07:46

  3. F08983fcdf45e87ec3c3fd74ab302450?d=mm

    raithza

    Mar 12, 2019 14:03

    This is an absolutely gamebreaking bug for us and people are giving us negative steam reviews & refunds because of this. PLEASE can we get this fix in 2018.3? Upgrading to 2018.3 has already probably cost us about a month of development time, we can't afford to do another full version upgrade.

  4. Ee1bc1d8b64c017e8213f138b7766c8f?d=mm

    Carpet_Head

    Mar 12, 2019 11:35

    Another request for backport

  5. 103bfd00464041cc3415de0f801e16bb?d=mm

    t-kuhn

    Mar 04, 2019 01:49

    Please backport this fix to 2018.3. We really need this to be fixed for our application to work as intended.

  6. 71b782df09c648418c3dac69e66ac78b?d=mm

    orrbain

    Feb 25, 2019 01:24

    I see this is marked as resolved in 2019.2. Is there any change 2018.2 or 2018.3 is going to get this fix backported? We are like 2 months out from launch and would prefer not to have to launch on an Alpha branch of Unity...

  7. 103bfd00464041cc3415de0f801e16bb?d=mm

    t-kuhn

    Feb 21, 2019 06:52

    I tried the QualitySettings.SetQualityLevel approach. Sadly, I wasn't able to get EarlyUpdate.XRUpdate's CPU usage to normalize.

  8. 103bfd00464041cc3415de0f801e16bb?d=mm

    t-kuhn

    Feb 21, 2019 01:53

    @ORRBAIN
    Thank you so much for the detailed explanation!
    I hope this problem gets fixed in the near future. In the meantime, we're glad about any hint about how to possibly improve the situation (even if it's just a hackaround).

  9. 71b782df09c648418c3dac69e66ac78b?d=mm

    orrbain

    Feb 20, 2019 13:11

    Also I should note it's entirely possible this is dependent on a bunch of stuff (I haven't tested the Quality Settings switch fix in an empty project for example, so maybe if the game is large enough with enough going on at once there is some sort of clearing or the big hiccup causes it to "reset"). Just making a note of it in case that helps the Unity folks track it down better.

  10. 71b782df09c648418c3dac69e66ac78b?d=mm

    orrbain

    Feb 20, 2019 13:10

    We are specifically calling:

    QualitySettings.SetQualityLevel(1, true);

    And then in the actual Quality settings in Unity we have it set so that for example quality setting 1 is "High" with full res textures and then quality setting 3 is half-res.

    I've not tested doing it in like an "automatic" way (since switching between them causes a major hiccup anyway it's not like we could do it just every 10 minutes or something). But you would have to call it once to switch to the lower settings, then wait a second or two for it to do a big hiccup, and then again to switch back to the higher setting.

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