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Question by Alexey Elyakov · Mar 23, 2010 at 06:49 AM · iphoneprofiler

iPhone profiler shows strange values.

Hi! I change profiler "EachNthFrame" constant to 1 from 30 for found spikes. To my surprise, i got result like this:

iPhone Unity internal profiler stats:
cpu-player>    min: 65.2   max: 65.2   avg: 65.2
cpu-ogles-drv> min:  5.0   max:  5.0   avg:  5.0
cpu-present>   min:  3.9   max:  3.9   avg:  3.9
frametime>     min: 42.2   max: 42.2   avg: 42.2
draw-call #>   min:  31    max:  31    avg:  31     | batched:     2
tris #>        min:  9877  max:  9877  avg:  9877   | batched:     8
verts #>       min:  4702  max:  4702  avg:  4702   | batched:     8
player-detail> physx:  1.7 animation:  1.1 culling  0.3 skinning:  4.7 batching:  0.0 render: 13.8 fixed-update-count: 2 .. 2
mono-scripts>  update:  1.9   fixedUpdate:  0.0 coroutines:  0.0 
mono-memory>   used heap: 258048 allocated heap: 266240  max number of collections: 0 collection total duration:  0.0

Why "cpu-player" time larger than "frametime"?

Also, sometimes value of "cpu-player" is negative. How to understand it?

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Answer by ReJ · May 24, 2010 at 01:29 PM

Unfortunately we had a bug in the profiler which would take frametime of the previous frame, but cpu-player time of the current frame. If your framerate varies significantly from frame to frame - you can get such anomalies as you described.

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