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Fixed in 2019.2.X
Duplicate in 2018.3.X
Fixed in 2018.3.X, 2019.1.X
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
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
Comments (32)
-
Vongsomxai
Nov 09, 2020 05:28
This still happening... now it gets worst. It constantly 3~5 ms all the time. Please fix it
-
NewMagic-Studio
Nov 24, 2019 19:40
I am using 2019.2 and i get EarlyUpdate.XRUpdate use most of my CPU even in just empty projects. When i create an empty project works fine, but not in my project dont know why
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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.
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raithza
Mar 13, 2019 07:46
According to:
https://forum.unity.com/threads/game-performance-degrading-when-window-does-not-have-focus.643279/
This will be backported to 2018.3
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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.
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Carpet_Head
Mar 12, 2019 11:35
Another request for backport
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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.
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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...
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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.
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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).
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Resolution Note (fix version 2019.2):
Fixed in 2018.3.10f1