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Much lower FPS on UWP build than Standalone Windows build

Discussion in 'Windows' started by bphillips09, Sep 3, 2018.

  1. bphillips09

    bphillips09

    Joined:
    Aug 31, 2014
    Posts:
    36
    Hi! I'm building my game for UWP to target Windows and Xbox platforms.

    On a Windows standalone build, I'm getting 160-200fps. However, in the UWP build for Windows, I'm getting only around 10-30fps unless I'm looking at the ground (even when just looking at primitive objects). Also, even with VSync disabled completely, it seems like the frame limit is capped at 60fps in UWP and uncapped in standalone builds.

    Is there something I am missing or is this a bug in the Editor?

    System details:
    Editor: 2017.4.3f1
    CPU: i7-6700
    GPU: Nvidia GTX 1070

    Built with IL2CPP and DX11

    In the profiler, when looking at the ground, GFX.WaitForPresent is around 10ms time. However, when looking at objects, it goes to around 40-100ms time.
     
  2. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,646
    Are you running a debug build by any chance?
     
  3. bphillips09

    bphillips09

    Joined:
    Aug 31, 2014
    Posts:
    36
    Yep, that was it, thanks!

    A few more quick questions while you're here:
    - Quality settings seem to not stick. If I select, say, 'Medium' and save the scene and build, the UWP executable reports 'Ultra' no matter what. Is there another way to change the quality setting for UWP builds?
    EDIT: Figured this one out. I wasn't setting the platform defaults.

    - Even with 'Development Build' deselected in build options, 'Development Build' still appears in the game itself.
    EDIT: Also figured this one out. I was selecting Release instead of Master build scheme.

    Thanks!
     
    Last edited: Sep 5, 2018
    ceitel likes this.