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ParticleSystem.Update huge ms in PC Build

Discussion in 'General Graphics' started by dwit_mass_creation, Sep 3, 2018.

  1. dwit_mass_creation

    dwit_mass_creation

    Joined:
    Jun 18, 2015
    Posts:
    72
    We are using Unity 2017.4.10.

    In Editor ParticleSystem.Update takes 0.05ms. In build (same PC) it takes 2.5ms.
    In slower PC same build it takes ParticleSystem.Update more than 16ms.

    I saw some threads that it is Unity bug and it may be fixed in 2018.3, but will it be fixed in 2017.4 LTS?

     
  2. richardkettlewell

    richardkettlewell

    Unity Technologies

    Joined:
    Sep 9, 2015
    Posts:
    2,235
    Hi, no unfortunately the potential fix requires too large a change for it to be able to safely go into 2017.4.
     
  3. dwit_mass_creation

    dwit_mass_creation

    Joined:
    Jun 18, 2015
    Posts:
    72
    Is this issue (and fix) in PC build only or in consoles and mobile too?

     
  4. dwit_mass_creation

    dwit_mass_creation

    Joined:
    Jun 18, 2015
    Posts:
    72
    I've tested with Graphics Jobs enabled in 2017.4 and all ms moved from ParticleSystem.Update to Gfx.WaitForPresent which is much better because it is not stalling gameplay scripts, only Camera.Render which is logical.
     
  5. dwit_mass_creation

    dwit_mass_creation

    Joined:
    Jun 18, 2015
    Posts:
    72
    It seems it is only profiler issue? ParticleSystem.Update is high only when GPU Usage in profiler is enabled (or when Graphics Jobs are enabled).
    When I disable GPU Usage profiling ParticleSystem.Update usage is low and Gfx.WaitForPresent is high.