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Question by Liaram · Jul 23, 2018 at 02:50 PM · performanceprofilervsyncframerate drops

Vsync causing fps drop and erratic fps. Any ideas are welcome.

With VSync disabled my build runs at a stable 72 fps. But with VSync enabled the fps becomes totally erratic. Dropping as low as 36 fps but mostly fluctuating between 43 to 51 fps. Does VSync have a massive overhead or something?

Profiling a development build only shows WaitForTargetFPS and Gfx.WaitForPresent spikes. I've tried different nVidia driver versions and upgrading Unity to 2017.4.7f1 but neither of those helped. Running on Windows 10 version 1803.

Any ideas are welcome because I haven't got a clue as to how VSync could cause this. The problem is only present in builds. It's working fine in the editor :-)

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avatar image bennett_apps · Jul 23, 2018 at 11:52 PM 0
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Um...don't use vsync! Sounds like you don't need it anyway

avatar image Liaram bennett_apps · Jul 24, 2018 at 01:18 AM 0
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Well vsync is great and should be on by default. But I have no idea what's causing it to behave like this in my project. I've never seen it behave like this in any project. It's so strange that it only happens in builds and that the frame rate goes from stable to erratic. It's the opposite of what it should be doing. Anyway, keeping my fingers crossed that someone on here maybe has seen this happen before but thanks.

avatar image bennett_apps Liaram · Jul 24, 2018 at 01:48 AM 0
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The only thing i can think of is: is your target frame rate (Application.TargetFrameRate) good?

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Answer by BPhage · Jul 25, 2018 at 10:21 AM

when your computer renders the monitor pick the newest one on refresh. vsync however is a different story, it trys render when monitor is refreshed. which makes use of more cpu power and lower the video card power. using vsync makes fps drops. i suggest you to disable it. sorry for my bad english.not my language.

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avatar image BPhage · Jul 25, 2018 at 10:23 AM 0
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also, vsync sucks with unity.

avatar image BPhage · Jul 25, 2018 at 10:27 AM 0
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also unity sucks with vsync.

avatar image Liaram BPhage · Jul 25, 2018 at 10:37 AM 0
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Well getting rid of screen $$anonymous$$ring is quite nice but of cause if the player is looking for max fps then vsync is not the way to go.

avatar image Liaram · Jul 25, 2018 at 10:37 AM 0
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I get that vsync limits the fps to match the screen refresh rate so a fps drop is to be expected but the problem is that the fps becomes erratic jumping all over the place and quite a bit lower than the 60x refresh rate. That's the bit that has me stumped. I've never seen Vsync behave like that before especially since the build runs at a stable 72 fps without vsync. But thanks anyway.

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