#Huge spike in the profiler

1 messages · Page 1 of 1 (latest)

covert lark
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Hi, I get many huge spikes in my profiler, with v-sync and without v-sync in the build. And is it normal that the camera is taking up so much time? Also the ui Overlay has only to render 1 thing when it is in range but most of the time this little canvas isnt active.

(Unity 6.3 6000.3.9f1)

remote sage
# covert lark Hi, I get many huge spikes in my profiler, with v-sync and without v-sync in the...

The spikes point to the cpu waiting for gpu on these frames. I'd like to say it's shader compilation, but it seems to happen too often for that. Would it be that you're running something else in parallel that loads the gpu heavily?
Unity does not provide much info on the gpu side of things. Especially not if it's a different app creating the spikes.

As for the cpu render overhead, you have 2 cameras, so it's expect to a degree. Still, 6ms on the main camera is a bit high. How many batches do you have(can you reenable that metric?)?

covert lark
remote sage
covert lark
covert lark
remote sage
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OK, then share a screenshot from a build.

covert lark
remote sage
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The statistics also only show the editor side state, so I wouldn't say it's very reliable info.

remote sage
covert lark
remote sage
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Also, can you share you project settings - quality tab?

covert lark
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I tested it with Don't sync in V-sync too but not difference

remote sage
# covert lark

This actually shows better performance than in the editor. Not worse.

remote sage
covert lark
covert lark
covert lark
remote sage
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I don't see 3x difference anywhere.

remote sage
covert lark
covert lark
remote sage
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Okay.

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Where do you see the most difference then? Expand the editor capture the same way you expanded the one in the build.

covert lark
remote sage
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Expand the main camera stack a little bit.

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In both

covert lark
covert lark
remote sage
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I mean in the build too.

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In both(editor and build).

covert lark
remote sage
covert lark
remote sage
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For starters, I'd disable deep profiling support. Then rebuild and test.
If that doesn't make any difference, try il2cpp.

covert lark
remote sage
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Because it's sampling and recording every function timing very deep into the callstack. You'd probably see the same results if you enabled it in the editor(there's deep profiling button at the top).