Search Issue Tracker
Won't Fix
Votes
0
Found in
2017.3.0f3
Issue ID
1033773
Regression
No
WPF app begins to consume GPU 47% and CPU 26% after hiding UnityPlayer
Reproduction steps:
1. Download user's project and open "Framework.sln" in Visual Studio
2. Change Win32WinodwHost Path (Unity3DInWPFDemo solution Shell.xaml) to where Buildprofiler.exe exists in the computer
3. Open Task Manager
4. Run the project in the Visual Studio
5. Note the GPU and CPU usage of 'Framework (32 bit)' - CPU 1.5% and GPU 2%
6. Click "Show/Hide" in the CAD Framework
Expected: GPU and CPU usages does not change
Actual: GPU usage rises to 47% and CPU to 26%
Note:
GPU - NVIDIA GeForce GTX 760
CPU - AMD FX(tm)-8350
Why won't fix: hiding Unity window inside embedding WPF app causes VSync to stop working, and therefore Unity starts rendering as quickly as possible. To workaround, disable VSync and manually set target frame rate using https://docs.unity3d.com/ScriptReference/Application-targetFrameRate.html.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Character spacing value is not applied when using a specific font asset
- [Android][IL2CPP] Player crashes on __memcpy_aarch64_simd+276 when invoking native code via a plugin on some ARM64 Android devices
- [Android]Resources fail to load when the AAB build contains a large Addressables Bundle
- Unity is loading internal version of SharpZipLib instead of local version
- The Context Menu items are ordered incorrectly
Add comment