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Question by MagicoCreator · Jul 13, 2014 at 10:36 PM · renderingperformanceprofilerprofiling

Performance spikes

Hi!

I'm developing an endless-runner type of game for mobile, and i get very inconsistent performance, it often drops 10-15 FPS and looking at the profiler, i'm still not any closer to the solution: alt text

as you can see every 15-40 frames, i get a spike, which is 2-3 frames long, whereas, on average the CPU and GPU renderer need about 1/4 less time, i'm far from instantiating objects this often, so i have little to no idea what is causing the problem. Any help would be really appreciated.

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avatar image rutter · Jul 14, 2014 at 12:38 AM 0
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This thread has a few suggestions you might look into

Is anything unique happening on those frames? Depending on how you create chunks, Unity might sometimes need to load and send extra data to the GPU.

avatar image MagicoCreator · Jul 14, 2014 at 09:02 AM 0
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nothing unique is in those frames, i don't have anything sheduled and i'm creating chunks every 140 frames or so, so i don't think that would be the main problem, also i read that thread and i gave up on ever solving the problem with gfx.WaitforPresent, but it's not (only) the is the problem Camera.Render's time also quadruples, look at the GPU Lane, average opaque render takes 1.8-2.0 ms this one takes 6.4ms. The Same thing in the CPU Lane Camera.render takes 0.6-0.8 while on this frame it took 2.7

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Answer by Nick4 · Jul 14, 2014 at 12:04 AM

Turn off the V-Sync.

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avatar image MagicoCreator · Jul 14, 2014 at 12:06 AM 0
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V-sync is off

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