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Channel: Questions in topic: "framerate drops"

Object movement or rotation Stutter

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My object starts stutter in between the game play.I tried using Vsync to control the FPS lag but still I am not getting the proper fix. Any solution for this stutterwill be helpful.

Fast frame rate drops

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Hey! I have programmed a game for Android. The frame rate drops from 60 to 30 really quickly and back up again, resulting in a lagging game. I have set `Application.targetFrameRate = 60;` but that still doesn't work. Sometimes I have a constant 60 but only for a few seconds and then it starts dropping again. Any ideas? Maybe any certain commands or stuff in my scripts which could cause it?

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

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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 :-)

Game works fine for about a minute or two but then the frame rate drops

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I'm making a clone based on this game: ![alt text][1] [1]: /storage/temp/122074-rapid-roll.jpg The idea is that platforms are moving up across the screen and the player has to keep the ball on the platforms. If the ball hits any of the spikes, the player loses a life. I'm making the game for Android. My platforms use Rigidbody.MovePosition() to move across the screen. The platforms' rigidbodies have Interpolate set to "Interpolate" and isKinematic set to "true". I even have a background that uses the same function to move across the screen. My ball uses Rigidbody.AddForce() to move around. So as you can see, pretty much everything in my scene is moving around with physics and rigidbodies. On Android, the game runs perfectly. But after a minute or two, the frame rate drops and the platforms' movement becomes more jitter-y. I initially thought that maybe something is building up in my scene. But I don't know how that's possible given that I'm using object pooling for pretty much everything. No object is being instantiated not destroyed. They're just being enabled and disabled constantly. So why the stutter in the middle of my game? Is there anything that is building up in the game scene which I'm not aware of?

Why x86 is faster than x86_64 when playing stand alone build?

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I finally did a build of my game but ran into a strange problem. I initially selected x86_64 as the architecture. I was told that you get a slight performance increase using the 64bit version vs the regular 32-bit. Then I played the game and found that it was running slower in the stand alone build than it was in the Unity editor. I figured it was the large background image that was moving with a parallax factor of .02, so I disabled the background and tried it again. This time the game ran fine. However, I decided to test by using a much smaller image (128 X 128) stretched across the background to see if it was the large image causing the problem. Even with such a small image, the game ran slower than it did in the editor. Then for the sake of experimentation, I did a build using the 32-bit architecture instead. It ran with out any major fps hiccups like the 64bit architecture was having. After doing some more experimenting, I found that if there was any image filling up the background regardless of its resolution size, it caused the game to run slower in the build at 64bit, not a problem with 32bit. This seems counterintuitive to me. From what I understand, 64bit allows you to use more memory for an application. Why would a standalone build run slower in 64bit mode as opposed to 32bit mode. Is there something I am missing here? Are there times that 32bit will run a standalone better than 64 (assuming the computer can run both)? If there is anyone that can shed some light on this issue, it would be greatly appreciated. I searched Google, the forums, etc. all day and could not find an answer.

Are animation clips frame dependant?

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What I mean is, **if for example you create a keyframe that activates a GameObject and a few frames later another to deactivate it, are they guaranteed to fire even if the frame rate drops and one (or both) gets skipped**? I know animation events are guaranteed to fire, but are keyframed properties too? Just trying to know if it's safe to put game logic inside the animations this way, but can't find anything regarding this.

What is postupdatescreenmanagerandinput?

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I pushed out the latest build of my project to my two testers, and one of them encountered an odd hitch, it dropped framerate to a crawl for only about one or two frames then it came back, they output their profiler data and I looked at it, and for a single frame a process called postupdatescreenmanagerandinput took up 5.69ms, that's really close to the editor itself and 31.2% of the processing time for that frame, just trying to figure out what it is. I couldn't find anything on google or here so I decided I would ask around. I can't upload the .Data file here, but if need be I can host it elsewhere and link it here.

Frame Drops and Profiler Low FPS?

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Hi, I'm working on infinite, procedural voxel terrain and so far it works nicely, but there's a frame drop problem. When walking around the world, framerates are around 240, and when a new chunk is generated the framerate drops to about 200, which is very little and shouldn't be noticeable, but it feels and looks like the frames are dropping from 240 to 60 for a split second which makes no sense. I tried using the profiler, but I can't play the game with it on as it brings down my framerate to 8 and my specs are more than enough to run the latest AAA titles, let alone Unity. Any ideas on why the profiler brings down my FPS so much and why the frame drops are so noticeable even though they're small?

Massive framerate drops with no reason?

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So It was running 60 fps, but without warning it started decreasing. It´s not constant: sometimes is around 30, 15 and it even fixes itself and starts runing at 60 again. I know that it´s not because of any script or something I made because I tried it in an empty scene, and also in other project, and it was still this low. So it must be something weird on either Unity or my computer. *Windows 10 64 bits *Intel Core i5 7300 HQ @ 2.50 GHz *Intel HD Graphics 630 *Nvidia GeForceGTX 1050 I tried restarting my computer, but it didn´t work. I disabled the in-game overlay in the GeForce Experience software and nothing. Also am using only 89.1 GB of the HDD and I have free 842. I don´t know if it´s related to Unity or what, but if it´s fault of my computer, what could it be?

How do I prevent Apple TV from reducing frame rate after a while?

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I am developing a photoalbum kind of app with moving objects. The problem is, that after a while 5 minutes or so framerate drops and animation starts to stutter. As soon as I press one button on the remote it works for another 5 minutes fluently. I turned of screensaver and set sleep to OFF. So I assume there is something telling apple tv, that nobody is using it. Is there a switch/setting somewhere to prevent that?

How to know what to focus on for performance enhancement?

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Hello all. I have delved into the (infinite) world of performance profiling as my game was having issues with frame rate dropping. I have been looking at the profiler window to try and make sense of it all but need some help to know what I should be focusing my attention on. What would be considered too slow on mobile for a script to execute? I can see the instantiates are adding around 10ms. Am I even looking in the right spot for the information on what could be slowing things down? If anyone could offer any insight or references based on my screenshot that would be great. Quick overview of the game: - It's a word game where you pick up tiles and click to play them and make words. - All tiles are instantiated from a prefab which contains a button and 2 text fields - When tiles are clicked/tapped they are tweened (using iTween) to the board. - Issues are only occurring with frame rate when playing on the device (iPad pro 10") ![alt text][1] [1]: /storage/temp/137779-profiler-hierarchy.jpg

Strange framerate problem

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The frame rate suddenly drop from 60 to 40 in iPhone11 Pro Max, duration 3second to 20second. I seed the frame time is 1.6ms for CPU and 5.3 for GPU. And it is ver smoothly in iPhone7. It's too strange, who know the reason? ![alt text][1] ![alt text][2] [1]: /storage/temp/148745-wechata07410dbb290aa48c630bf364846c6ee.png [2]: /storage/temp/148744-wechatimg2.jpeg

framerate suddenly drops in iphone 11 pro max

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The game run in iphone7 is very smooth. But FPS suddenly drops random time in iphone 11 pro max, duration 3-30 seconds. But the cpu and gpu time duration only 5ms. Can you tell me why, thank you very much.

Application.targetframerate affects other running games.

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I could manually adjust my application.targetframerate while running the game. If I adjust it to 60, it seems other games running on computer are affected, like for example Dota 2, will also limit framerate to 60. If i change my games application.targetframerate to 120, Dota 2 will also increase its fps. How to solve this?

Odd frame buffer swap timing in Android with VSYNC ON

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Hi, First time poster here. I'm not sure if this is the right place to ask. If not, please point me to the right place. I created a blank project (Unity 2019.1.7f1) with a solid color sprite that alternates between black and white on every frame. I'm using Vsync. Specifically, I'm rendering at 15 fps with QualitySettings.vSyncCount = 4). Then I'm using a high precision light sensor pointed to the device screen to measure the actual timing. The result is quite unexpected: on iOS devices, the timing is absolutely precise and I get around 66 ms all the time. However, on Android builds I get 66 ms most of the time but it stutters from time to time and I get very odd results, with deviations of up to 55%. To sync up with the frame buffer swap, I tried both Camera.OnPostRender() and WaitForEndOfFrame() in a coroutine with the same results. There is NOTHING else running (no more scripts) and nothing else in the scene, so I wouldn't say it's related to the CPU or GPU load. I have also tried with stroboscopic light native Android apps that blink the whole screen at a given rate and got very stable results as well. So I think it's reasonable to narrow it down to something in the Android implementation of the Unity renderer. Precise timing from frame to frame is very important in my application. What can I do?. Any help would be greatly appreciated! Thanks in advance, Mike UPDATE: Now I'm setting VSyncCount to 2 and updating the sprite every other frame. I'm also measuring the delta between sprite updates using DateTime.Now.Ticks. The interval stays within range **until I touch the screen**. Then the minimum goes down to 33 ms and the max up to 153 ms. If I don't touch the screen it takes longer, but the times will eventually drift.

Shrinking/growing object causes framerate drops,Grow/shrink drops FPS?

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So I just want to simply make my object (snowball I made in Blender) grow or shrink, using this test code: public class grow : MonoBehaviour { Vector3 temp; Vector3 temp2; public Vector3 increase; void LateUpdate() { if (true) { temp = transform.localScale + increase; transform.localScale = temp; } } } I set the increase to (1, 1, 1) It does work and my object does grow, but when the growing is happening, my FPS drops to like 20, and that's the best it drops, using other code I tried would make it fall to 10FPS, I tried all kinds of updates and tried (if button input)s but it doesn't make a difference, also tried Time.deltatime sometimes, I guess the scale-changing is happening too fast and needs some break time between shrinks?

Is the v2019 Editor clamping the framerate to 60 fps in Game mode?

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I haven't notice this with the v2018 Unity Editor, but it seems to me that the v2019 Editor is clamping my framerate to 60 fps in Game mode. But when I build the project for standalone Mac/PC, my own UI framerate display tool shows 250 fps (and higher) when running at 1920 x 1080. I know that the Editor in Game mode does not generate framerates as high as the standalone builds, but I've never seen this 60 fps limit before. It reminds me of the WebGL framerate limit. Is there some setting I should be changing in the v2019 Editor to prevent this?

FPS dropped after while using Neurosky Plugin

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I'm using Mindwave Plugin from the following link: https://github.com/DaCookie/mindwave-unity and I created a simple code to take the output EEG readings of the Neurosky headset to move the car forward, but whenever I run the game, the fps drops to 2fps [SerializeField, Range(0.0f, 100.0f)] [Tooltip("Player must hold its attention over this value to initialize car movement \"Focus phase\"")] private float m_RequiredAttention = 10.0f; private void Start() { Application.targetFrameRate = 30; MindwaveManager.Instance.Controller.OnUpdateMindwaveData += OnUpdateMindwaveData; } public void OnUpdateMindwaveData(MindwaveDataModel _Data) { if (_Data.eSense.attention >= m_RequiredAttention) { // Make the car move forward transform.position += transform.forward * 30 * Time.deltaTime; } } Can anyone tell me what to do, it's for my graduation project

Why do newer versions of Unity have problems with framerate never exceeding refresh rate despite vsync settings being turned off?

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First pic is 2019 unity, second is 2021 Unity, but applies to unity 2020.1 and 2020.2 as well. Is this a bug? ![alt text][1] ![alt text][2] [1]: /storage/temp/174579-2019-vsync.png [2]: /storage/temp/174580-2021-vsync.png

Huge fps drop after using the Status Bar or Volume Controls on Android

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Unity version : 2020 LTS Built-In render pipeline Device : Samsung A30 - Android 10 ** my game is running at 60 fps - 1080 p without any problem, but when i pull down the Status Bar while running the game (and change the screen brightness for example) and then go back to the game the fps is now below 40. i can only close and re run the game to get 60 fps back. this also happens when i bring the volume control panel by pressing the volume keys and expanding its panel so i can change volumes for ringtone, media, etc... . i don't face this issue by turning the screen off and on ( lock-unlock the phone ), it seems it only happens when i somehow try to use Android built-in UI controls. what am i missing? is there any way to prevent the player using the Android UIs? like disabling the ability to pull down the Status Bar or prevent android volume UIs pop up after pressing the volume keys?

Using NavMesh creates serious lag spikes

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I recently added NavMesh (as well as NavMeshComponents) to my project, and after doing so the editor often freezes for up to a few seconds. On top of that, while in the game, I have a function that makes my player dash forward. Whenever I perform this action, the game freezes for almost a second. The game also freezes whenever I modify the environment slightly. My map is decently large, which I assume is not helping, but I feel like it still should not be struggling so much. Does anybody know why this is happening?

Sudden frame rate drop in 2020.3.0f1,Sudden drop in frame rate in 2020.3.0f1

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Sudden fps drop in unity editor in play mode the fps is 60 and then it drops below 20 for a second and goes back to 60 and drops again continuously resulting in a lot of lag.(in unity editor play mode) I just have a player a simple maze with materials and footsteps audio. But the strange thing is that when I build the same game it runs 120 frames per second. Whereas in unity editor the game runs at 60 fps and drops to 20 fps. This is my laptop specifications Edition Windows 10 Pro Version 20H2 Experience Windows Feature Experience Pack 120.2212.551.0 ,I am making a game in 2020.3.0f1 and I am receiving sudden frame drops for a second like from 60fps to 20 or below and then it goes back to 60 and it happens after few seconds again continuously in the unity editor in play mode. I don't have much in the scene just a simple maze a player and footsteps audio. But for some reason when I build the game it runs 100 - 120fps with no frame drops. So everytime I want to test the game I have to build it which is time consuming. This is my laptop details Edition Windows 10 Pro Version 20H2 Experience Windows Feature Experience Pack 120.2212.551.0 Can someone please help me?

Vulkan Frame Dropping

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I wonder if anyone could help diagnose my issue. Apologies if this is not the right place for my problem. I have a game capped at 30fps that drops to ~15 fps like clockwork. Usually the game will start up fine but after a short while will start skipping. I've tried to diagonose the issue with the profiler but can't seem to find any smoking guns. It is a standalone windows game. ![alt text][1] Interestingly if I build the game with DirectX 11 it will run at consistently at around 20fps with no spikes at all. ![alt text][2] The game uses almost all vram which could be the issue but I think I get a similar problem on machines with more vram than mine. There is also an intermittent crash that also has no particular cause or warning and again I'm unsure if this is related. See crash logs below. UnityPlayer.dll caused an Access Violation (0xc0000005) in module UnityPlayer.dll at 0023:6b0a4ff1. ... Stack Trace of Crashed Thread 18680: ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 6B0A4FF1) 0x6B0A4FF1 (UnityPlayer) (function-name not available) ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 6B0A64D5) 0x6B0A64D5 (UnityPlayer) (function-name not available) ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 6B07A4F7) 0x6B07A4F7 (UnityPlayer) (function-name not available) ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 6B173649) 0x6B173649 (UnityPlayer) (function-name not available) ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 6B17556D) 0x6B17556D (UnityPlayer) (function-name not available) ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 6B175642) 0x6B175642 (UnityPlayer) (function-name not available) 0x6B917FF8 (UnityPlayer) UnityMain 0x7703FA29 (KERNEL32) BaseThreadInitThunk 0x77B67A4E (ntdll) RtlGetAppContainerNamedObjectPath 0x77B67A1E (ntdll) RtlGetAppContainerNamedObjectPath Most other threads seems to be stuck at ZwWaitForSingleObject If you need any other details let me know. Thanks, Adam [1]: /storage/temp/180675-screenshot-2021-05-14-113045.png [2]: /storage/temp/180676-screenshot-2021-05-14-113201.png

How should I fix the post processing framerate

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so im making a game using the built in render pipeline, and i felt like it looked garbage so i got the unity post processing package. i put in motion blur, bloom, and sprinkled some color grading on top. when i play in the editor, it gives me a decent amount of fps but when i build, it's probably only 0.5 fps. i did a lot of research and optimization, completely not using shadows, but it still has no effect. how can i get it to a decent fps?

Game works in editor but performance is bad or doesn't work in built project

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When I played the game I made in the editor, it ran fine. But when I export it to windows, the menu and the watermark scenes worked fine but when actually playing the game it the performance is bad or nothing is happening except for the updating of the UI. Please help. Footage of gameplay in editor tinyurl.com/editorgameplay Footage of gameplay in built project (Windows64) tinyurl.com/buildGameplay

Updated to 2021.3.3, why did my FPS drop significantly? (over 350fps)

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I upgraded from **2020**.3.23 to the newest **2021**.3.3 and without having added or changed anyt$$anonymous$$ng in the editor I see a concerningly large FPS drop and increase in SetPass calls. (Build time is a *lot* longer too)

The left side of the image below is the old 2020 editor with it's build below, and the right is the 2021 editor with it's build too. ![alt text][1]

In game they are both looking at the same part of the map for these screenshots, but the fps difference is consistent everywhere, even in different scenes with fewer objects. When updating it said it had to update the materials too, that's the only t$$anonymous$$ng I can t$$anonymous$$nk to have changed. I've compared the settings in the editor for quality and resolution, and both versions match up.

I only updated to be able to use the decal projector, but I'm concerned about the fps dropping exponentially if I go forward with the new editor (but I really need that projector). I'm using URP for a 3D game if that helps.

Is there somet$$anonymous$$ng I'm missing that the editor has changed in versions (like how textures/materials are handled?) that could be causing t$$anonymous$$s drastic of a change? [1]: /storage/temp/196944-fps.png

Lower framerate in build than in play mode.

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Hello. I've met an interesting issue in Unity 2022.1.12f1. I was experimenting in HDRP with the new features and noticed that my build runs much slower (jumping between 30-40-60FPS) than Editor Play mode w$$anonymous$$ch brings stable 60FPS. In profiler I see that vSync consumes a lot, so I tried to disable it in settings, via Script etc., but vSync job is still present in Profiler even if I force NVidia itself to disable vSync and i can see the absence of vSync on the game screen. (Profiler shows no visible amount of vSync during editor play mode) Has anyone else met with t$$anonymous$$s issue or found a potential solution for it? My scene uses physical sky, volumetric fog, volumetric clouds, 9 squarekilometers of terrain with 5 texture layers, some reflective water planes for lakes. A t$$anonymous$$rd person character with a simple freemove system and Cinemac$$anonymous$$ne freelook camera Using NVIDIA Geforce 1660 Super, DirectX 11, AMD RYZEN 5 3600. Windows 10 As I mentioned, the scene runs flawlessly in Editor Play mode, issue comes in standalone build. Thanks if you can help.,

massive slowdown from FindNewContacts when I move kinematic object

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T$$anonymous$$s is crazy, I've spent weeks on t$$anonymous$$s but am not getting anywhere. I have enemy's that come in waves. They are kinematic. I have 6 enemy's in total and they come in waves of 3 at a time and are reused. For some strange reason with each subsequent wave the game slows down like crazy till it eventually freezes. In the profiler I can see that FindNewContacts is causing the problem. But the enemy's aren't even colliding with anyt$$anonymous$$ng! It just doesn't make any sense. The only t$$anonymous$$ng they are touc$$anonymous$$ng are each other but since they are kinematic that shouldn't register. Help! Maybe worth mentioning that I originally moved them with Transform and it worked much better. But seeing as I want them to collide with the player I need to move them by rigidbody. Here is the script I'm using to move them (including the old line with transform). The script is attached to the big boss so Transform.postion is referring to the big boss: IEnumerator MoveObjectMini1( float time) { float min = -4; float max = 4; Vector3 spawnYPostion = new Vector2(-13, Random.Range(min, max)); var i= 0.0f; var rate= 1.0f/time; yield return new WaitForFixedUpdate(); mini1rb2d.isKinematic = true; w$$anonymous$$le (i

fps drops when loading from another scene,FPS Decrease when loading from another scene

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Before, my main menu only consisted of an image and some UI so I didn't notice this problem, but it's now an issue since I have added a lot of stuff into the scene. When run the game from the main menu scene, it gets around 160 - 180 fps. However, when I load a level and then load back to the main menu, the fps is around 80-100 this time. I'm really confused why this happens because surely the same scene and same camera view will result in a similar fps. I also have settings like fps, quality, and resolution, but these settings shouldn't change when the menu first loads in. Has anyone experienced something like this before? Anyone know what to do?,Before my main menu only consisted of a flat 2d image which is why I probably didn't notice this problem before, but when I wanted to make the menu look cool by adding terrain, grass, trees, and other stuff, I noticed a problem. When I run the game from the main menu scene, it's able to run at 160 - 180 fps. When I load one of the levels, and then go back to the main menu, the fps is around 80 - 100. It's not too big of a problem for me because the menu is still smooth, but halving the fps would be horrible for lower end computers. I'm not exactly sure why it does this, does anyone know?

How to find root cause of frame drop using Profilier

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This is an issue regarding optimization. In my project i am using an active ragdoll character with HDRP render pipeline. In play mode, the frame rate drops to 25 FPS, causing significant lag in the game. ![alt text][1] When i use the profiler to see the cause, i couldn't find any. ![profiler][2] Can drop of frame rate depend on other factors (like background running apps)? Please let me know if anyone identifies the cause based on the profiler information provided below. [1]: /storage/temp/207471-gif3.gif [2]: /storage/temp/207469-gif3.gif




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