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30ms of cpu if i maximize on play an empty scene
so i have quite bad performance on my system. in a try to track it down, i noticed that using maximize on play adds ~30ms on the cpu time, even on a new empty scene.
what is the reason for this? are there things i need to turn off?
without maximize on play: with maximize on play:
i dont feel like i am able to make anything perform with this
so the cpu usage mainly consists of gfx.waitforpresent, which means the cpu waits for the gpu, so it is a gpu problem after all. made me really confused. i still dont understand the jump from 2000 to 30 fps though
I converted your answer to a comment, since it wasn't really an answer.
It's hard to say with absolute certainty where the problem lies without a little more information.
"30 fps" suggests a half-typical-rate Vertical Sync (60 frames per second being typical). There's the possibility that it's related to Vertical Sync, but that usually falls into the category of "WaitForTargetFPS" rather than "Gfx.WaitForPresent"
So, I suppose my questions for you are:
1) When running maximized, is V-Sync being factored in and limiting your frame rate?
2) What video (card) does your computer have?
A typical, default, empty scene in Unity still claims 1,700 triangles and 5,000 vertices with a varying number of SetPass calls (In your case from the images, 1). That's (primarily) just for drawing the default skybox, but there's still *something* being drawn.
Right, the "new" default skybox (skydome) is actually quite demanding. $$anonymous$$aybe due to the dynamic generation (rotate the directional light to see what i mean).
v-synch is not the issue, because it is off & it should be the same if i maximize on play or not. maybe my graphics card is just too bad, i am on an integrated intel card atm, maybe it cant handle sub-hd resolutions.(it cant be that bad, right?)
Answer by Igor_Vasiak · Apr 27, 2017 at 05:29 PM
Try to disable Realtime Global Illumination and Baked Global Illumination. To do this go at Window > Lightning > Settings, then disable those two options, plus the Auto Generate option at the bottom of the Settings window. If you never disable these, Unity will always keep calculating and rendering lightmaps so your scene can look beautifull. And for building you don't need to re-acivate this options. Plus, you can go to Edit > Project Settings > Quality and set it to Fastest, at the Inspector options window that will open. Hope I've helped.
PS: Sorry if I wrote something wrong, I'm brazillian and still training my English. XD
i completely forgot about the quality settings. i set them it up at the beginning of my project and never thought about it again.
turning off 2xmsaa put me on 45 fps, disabling anisotropic texture filtering gives me 80fps+
i guess this makes this a really dumb question. its basics
Answer by defgam1 · Apr 28, 2017 at 05:59 AM
the reason is that your full screen is 1920 x 890 and it requires a good cpu and graphic cards esspecially if your quality settings ar at higher levels.
Answer by mendi80 · Aug 10, 2017 at 06:56 PM
Go to Edit>Project Settings>Quality and change "V Sync Count" to "Don't Sync". Cpu go down to from 20ms to 0.3ms. But this is cpu per frame. Now you run in 3000FPS. In task manager it still stay at 15%.
Bug?
Answer by Zakari · Oct 10, 2017 at 07:28 AM
I would reccomend Switching your skybox to a less cpu intesive one, such as a cubemap, single color, These things turned my 70-80 fps to 512+ fps on an empty scene.
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