Search Unity

5 Identical Windows laptops, only one waits 130ms for "Gfx.WaitForPresentOnGfxThread". Any ideas?

Discussion in 'Universal Render Pipeline' started by Dreamback, Jun 8, 2021.

  1. Dreamback

    Dreamback

    Joined:
    Jul 29, 2016
    Posts:
    220
    I am on a team where 5 people have the exact same laptop, running an RTX 2060 with 6GB RAM. Same NVidia driver version. I have a very simple URP app with VSync disabled, most of us get around 600fps, one person gets 7fps. Most take 3.43ms to render one frame, his takes 130ms. He tried running a commercial game, ran at a solid 60fps, so the system seems to be fine...except when running my app.

    The Unity log didn't help, says the renderer is the RTX 2060, using Direct3D 11.0 [level 11.1], running at the same resolution as mine. The profiler just says all the time is spent waiting for the GPU (Gfx.WaitForPresentOnGfxThread, Semaphore.WaitForSignal). GPU usage is the same as other computers: 145 SetPass calls in 257 batches, 201k triangles, 163k Vertices. VRam used is 139MB (of 5.84GB).

    Any ideas how I can figure this out?
     
  2. Zargy

    Zargy

    Joined:
    Jul 13, 2014
    Posts:
    17
    We are also experiencing this issue with one team member and one tester that we've sent our built game to. Even running our game in a test scene with almost nothing complex drawing to the screen. (We aren't using URP though.)