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Why does the app run fluent in the editor but lags when it's built?
I built a Showroom. There is a plate with an object which just spin.
In the Editor it works fine: No lags.
When the 'game' is built, it does not run fluent.
I profiled both: The built Version and the editor version.
The built version says 'Semaphore.WaitForSignal cost about 50ms per frame' which drops the frame rate to 15 FPS.
However the issue does not occur in the editor.
The two screenshot show the profiler first (on the left) profiling the app in the editor and than (on the right) profiling the app as built version.
So why does this happen and how can I fix this?
Thanks for your help.
Answer by MartinTilo · Nov 30, 2019 at 09:04 PM
WaitFor* samples need to be investigated in Timeline view as they indicate that something is happening on a different thread than the main thread. In this case you're waiting on the Rendering thread which is either still rendering or waiting for the GPU to present. See the common samples section of the Profiler documentation for more details.
Answer by jamesschmidt135 · Dec 01, 2019 at 11:26 AM
Thanks, for the answer.
I explored, that WaitForSignal is taking more time in the editor if I scale up the GameView window. So it does not seam to depend on if the game is built or if it is not. It depends on the size of the screen.
But how can I fix these lags?
That means you're GPU and fillrate bound. Check out this guide.
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