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Question by oliver-jones · Feb 13, 2014 at 12:34 AM · targetframevsyncrate

WaitForTarget FPS - VSync

Hello,

I'm getting really high levels of 'WaitForTargetFPS' within my console, which is really slowing down my iOS devices. I've told it to try and reach a frame rate of 60, and its only doing 40 (this is with the new iPad Air), and all I'm doing is running a simple 2D game.

I've got all the settings to Fantastic, with VSync turned off. Yet my WaitForTargetFPS are reaching about 90% of my CPU usage.

Please advise :(

Thanks

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avatar image oliver-jones · Feb 13, 2014 at 12:38 AM 0
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I've also tried selecting it to off again, and saving, then restarting Unity ... nothing.

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Answer by CHPedersen · Feb 13, 2014 at 10:41 AM

WaitForTargetFPS is actually the CPU having to spend its available free time to wait for the GPU to finish the frame. It happens on the CPU side because the rendering system is a pipeline - it can't go any faster than the slowest stage. And right now, the GPU seems to be doing ~10 times as much work as the CPU, so the CPU has to wait 90% of the time.

Study the GPU Usage profiler tab to see what's taking so long, then try to optimize that when you find the culprit.

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avatar image oliver-jones · Feb 13, 2014 at 01:58 PM 0
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Ah okay. Unfortunately my GPU profile doesn't support my graphics card (I don't think I've ever seen the GPU Profiler work to be honest, no matter what machine I'm on - It always says that).

Any ideas why my profiler might be saying that? I have the most up to date version of Unity Pro, and I'm running it on a $$anonymous$$acBook Pro Retina 10.8.5 NVIDIA GeForce GT 650$$anonymous$$. What else can I do to make it support it?

Thanks

avatar image oliver-jones · Feb 13, 2014 at 02:06 PM 0
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I don't think the GPU works when building for iOS:

http://answers.unity3d.com/questions/220515/gpu-profiling-is-not-supported-by-the-graphics-car.html

avatar image CHPedersen · Feb 18, 2014 at 02:42 PM 1
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That's probably why. Shame. :-/ But you can still debug this without the profiler. Now you know it's not the CPU but too heavy a GPU load, so you need to try to $$anonymous$$imize the things that classically cause that. Limit shader complexity, reduce vertex counts, look into the LOD system, decrease the distance between near and far planes, etc.

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