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Bug in OpenGL standalone hidden by the Profiler
Dear Unity community
I am encountering a strange bug related to OpenGL with a standalone build on Windows 7. Circumstances :
When starting the app in OpenGL mode, the FPS are about 3. I have to look around (360° left/right, up/down) multiple times to get a decent FPS.
When starting the app in DirectX mode, the bug is not present.
The bug is also present in the Editor in OpenGL mode (I am checking it with a custom FPS script in addition to the Game View stats).
If I connect the Profiler to investigate what is going on, the bug disappear! If I disconnect the Profiler it reappears...
This bug was not present since the beginning. It appears simultaneously in 3 related projects.
It seems related to scene complexity (a very complex scene will be bound to 3 FPS, a more simple one will be bound to 9 FPS). When the bug is gone (with the Profiler or the look around trick) the FPS is greater than 60 FPS.
This bug is present in some projects and it is not present at all in others.
This bug is not present on other computers.
Even when it is present the behavior is variable, one of the impacted projects stay in this incorrect state even if I look around.
The projects are all 3D, they use plugins (managed and native) but the bug is present even if I disable (and remove) the components.
Related to point 8. : I updated all the drivers (nVidia Quadro), it somehow had an impact on the situation; but the bug still there.
Related to point 9. : In one of the impacted project I can solve the bug by disabling the shadows or using Forward rendering or removing all materials (pink scene). But the same configuration have no benefits in the other projects.
My questions:
1. How to solve this bug ?
2. What is the internal mechanism of the Profiler (on CPU and on GPU) ? Why do you think it is solving the bug ?
Your answer
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