#Thread
1 messages · Page 1 of 1 (latest)
profiler has no use until u open the detail
u need to see the detail of how it was broken down
Okay, he is asking what method calls
Change from timeline to hierarchy
Alt click an arrow to expand all
expand the player loop and then also every thing with over like 20% at least or like Osmal said
which arrow do we expand
apparently theres a function called "waitforlastpresentation"
were thinking its the garbage collector thing
and GC
GC.Collect is because something is generating garbage a lot
can we backtrace what is generating garbage?
could that be are issue
Yeah I think you need to click Call Stacks and allow GC call stacks or something, and possibly enable deep profiling
and those are from that one spike
Look at other frames too
we can ignore those 0.0 , 0.5%
focus on those 20%+ first
We are going back into game
Can you clarify
- first of all, enable callstack and deep profiling
- when u look at hierachy display all the callings, they will display resource usages
which is total
if u enabled callstacks and deep profiling, try to run the game and test it, record the leaf data or something that will cause the lagging
if GC is occupying 30% again, it would be GC problem, and because u enabled callstacks
ok
He is saying its just a lot of rendering
it was GC problem
What do we do
I'm just trying to be the intermediate third party relaying informatino
if fps dropped, it mostly because of CPU / GPU and RAM
Why isnt the dev asking it here instead
We were showing a single spike
can u tell him to get here
Okay he'll join shortly
Hello
If your GC seems to be the problem in most of the frames, you need to look for what is causing GC.Alloc
You can sort by it
I sent a screen shot of a GC spike, that happened once
u need to look for another spikes, there should be more than 1 spike
a spike of what specifically
GC spike
Could it be editor loop?
check these spikes
The profiler itself can cause lag too so dont pay too much attention to editorloop
editor loop is the recording of editor itself
u dont expect player to play on the editor
It was me just asking the question
Do you know how to read a hierarchy
I thought it might be, but I'm not very knowledged in Unity
yes
It says XRUpdate takes 54% of the resources
XR update is from the Rig
Open what
XRUpdate
Do you guys know at all what might be happening
we dont know, thats why we asking u guys to profile the problem
we need to know whats happening
The profiler is literally telling you everything. Whats the issue?
We don't know the issue
- See what lags your game
- Optimize it
check those bluegreen spikes, theyre from runtime, if theres heavy usage then it will be the same when u run the app
We don't know what lags it, thats the thing
We think the leaves, but what about the leaves
once u on the spike, expand all the usage on the hierachy, we need full detail on the heaviest usage
Dude its all this
Thats what the profiler is for. You look at what takes the most time to process and what allocates the most memory (GC.Alloc)
I would use the Frame Debugger to see how your rendering is executed
Were doing that rn
We'll send an ss
would going into a group gc be better for this
were you talking about the array clear
Maybe take a moment to learn how the Frame debugger and Profiler works
we are very confused, would you guys be fine with going into a gc
That sounds like work
He constantly knows how to use he profiler and knows how to use it
We do not know or understand why it is lagging
And it was a suggestion, I don't know why the rude snipe/ remark
We are just confused trying to solve a problem
What about the frame debugger
Youre mostly just sending screenshots
He does not about he frame de bugger
He doesn't use it, mostly the profiler from what i've been told and currently being told
We know what's causing the problem its the leaves, but we don't know what about the leaves, that's what we've been asking
We don't know what about the leaves
no matter how u guys ask, my answer will always be:
the only way for u guys to work things out can only be inspecting on those spikes, if theres 100 spikes, inspect 30-40 of them, and find out what is constantly causing problems, if u found out it was the GC.Alloc appearing on most of the spikes, it was the GC alloc, and next step is to further inspect it
how u further inspect it? maybe frame debugger
were not the gods or ur pc, we dont know whats the problem behind, thats why were asking for the profiling
You can see GC alloc sources in the profiler timeline view, with deep profiling and GC call stacks
We knows its the leaves as stated when we first made the inquiry, but we don't know what about the leaves
When we remove them no frame lag, when they are there frame lag
If youre so sure its the leaves, you should also show their material, mesh etc.
Wouldn't it be the leaves
Even without alpha clipping, it still frame drops
thats not going to tell us anything, we need to see the profiler
how the leave behaves in runtime? hows the rendering going
those are in frame debugger or profiler
Can we join a vc with you, its hard to explain over text and it would be much faster, we just really really want to fix the issue
im not specialized on computer graphics, what ur encountering(if its the leaf) is something related to this aspect
what i can only tell u is frame debugger is the right way to do
because if the leaves having a problem during runtime, if it causing the lags, it should belong to rendering , and frame debugger is the key to see how the rendering goes