Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by DemianT · Jan 16, 2015 at 12:16 PM · frameratevsync

VSync Every Second Blank Stays at 60 Instead Of Dropping To 30

If I set VSync to "Don't sync", the framerate is often very high (in the hundreds), as expected.

If I set VSync to "Every VBlank", the framerate stays around 60, as expected.

But, if I set VSync to "Every Second VBlank", the framerate still stays at 60, instead of dropping to 30.

What the hell?

I'm using Unity version 4.5.3f3

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by sniper43 · Jan 16, 2015 at 02:01 PM

I'm not entirely sure how VBlank works, but hopefully these ideas will help you find a solution faster:

  1. Framerate might be throttled to 60 if you use VSync, so increasing load might have an effect if you looked at max FPS, but not the throttled FPS

  2. "Every Second VBlank" uses half the amount of VBlanks "Every VBlank" does would for me be the more logical conclusion, resulting in half the processing time.

Hope this helps.

Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image DemianT · Jan 16, 2015 at 02:21 PM 0
Share
  1. Yes, if I increase the load, it can drop below 60. But it stays around 60 if the load doesn't force it down.

  2. Yes, as I said (and as the documentation says), "Every Second VBlank" should half the framerate relative to "Every VBlank". $$anonymous$$y problem is that this does not happen. Both options result in 60 fps (providing a heavy load doesn't force it down).

avatar image El Maxo · Jan 16, 2015 at 02:56 PM 0
Share

you could set the target fps to 30

avatar image DemianT · Jan 16, 2015 at 03:00 PM 0
Share

Yeah, but I'd imagine that various systems perform optimisations that can only be taken advantage of if they know that the framerate is in sync with the screen update.

Anyway, why the hell isn't it working?

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

27 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Refreshrates and vsyncCount, what code should be applied? 0 Answers

Timing of WaitForEndOfFrame relative to vertical blank onset? 3 Answers

Character Controller.isGrounded flickers true/false while stationary, but not while moving/jumping 0 Answers

particle systems' physics heavily depends on framerate?? 1 Answer

2D Stutter/Flickering when moving at high speeds 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges