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Question by GigabyteGamesInc · Aug 25, 2018 at 01:48 PM · performanceandroid buildcpu usage

[Unity 2018.2.4f1] Android "PreLateUpdate.EndGraphicsJobsLate" uses extremely much CPU time (Leightweight RenderPipeline)

Hi,

When I build my (Android) project and start it on my Galaxy S6, the profiler shows that "PreLateUpdate.EndGraphicsJobsLate" (listed as "other") uses about 100ms-250ms CPU time per frame. In the editor, everything works fine.


I created a new project (also with the Lightweight Pipeline), but the problem is still there. For a normal 3D preset it works fine, the problem is only present with the Lightweight Pipeline.

I also made a factory reset on my Galaxy S6 but the problem still exists, so it probably doesn't have to do anything with my phone, which is strange, because no one else seems to have the problem.


Thanks in advance!


P.S.: The problem is still present on Unity 2018.2.5f1

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avatar image Ultroman · Oct 29, 2018 at 08:33 PM 0
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I am seeing the same problem, and would also very much like an explanation. We're probably pushing the phone too hard, but it's hard to know with this little information.

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