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How to locate CPU-bound issue by XCode Frame Capture

Discussion in 'iOS and tvOS' started by Sparrowfc, May 2, 2017.

  1. Sparrowfc

    Sparrowfc

    Joined:
    Jan 31, 2013
    Posts:
    100
    Recently I've learned to use XCode's frame capture function to optimize rendering performance issues.

    However, when I try it on my game, I found my game is totally CPU-bound, my CPU time is up to 38ms while GPU time only takes 14ms. Now I'm confused because I don't know how to locate those CPU times, all the data in left Graphic API Calls Window seems all about GPU.
    Then I go back in Unity's profiler window to check CPU bottleneck, finding it did takes most of the CPU time in Rendering (about 18ms), but in total less than 30ms.

    Anyway, I've been pretty familiar with optimizing game through Unity profiler, but could someone tells me how to track cpu issues through XCode debugging?
     
  2. Mantas-Puida

    Mantas-Puida

    Joined:
    Nov 13, 2008
    Posts:
    1,864
    Frame capture won't tell you where CPU time is spent. Best results can be obtained by combining Unity Profiler insights together with Xcode Instruments Time Profiler output.