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Feedback Please update FrameTimingManager documentation

Discussion in '2019.3 Beta' started by Peter77, May 30, 2019.

  1. Peter77

    Peter77

    Joined:
    Jun 12, 2013
    Posts:
    4,106
    Found this on the 2019.3.0a4 release notes:
    I ran several times in issues that FrameTimingManager does not seem to be implemented for some platforms (afair, I tested Nintendo Switch and Android where it didn't work).

    Could you please update the documentation with the supported platforms, where FrameTimingManager works?
     
    Last edited: May 30, 2019
  2. florianpenzkofer

    florianpenzkofer

    Unity Technologies

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    Sep 2, 2014
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    GameDevCouple_I and Peter77 like this.
  3. liujieinthegame

    liujieinthegame

    Joined:
    Aug 6, 2015
    Posts:
    12
    Hi @florianpenzkofer
    I according to the official sample test, the m_gpuFrameTime value is always zero
    https://docs.unity3d.com/Manual/DynamicResolution.html
    Please give me a hand,Where did I go wrong?
    Unity Version 2019.1.10f1
    ProjectSetting>Player>Check Enable Frame Timing Stats
    Camera>Check Allow Dynamic Resolution
    build standalone version, PC Direct12
     
  4. florianpenzkofer

    florianpenzkofer

    Unity Technologies

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    @liujieinthegame I just found out that FrameTimingManager is currently not supported when using D3D12 on Desktop, only on Xbox One.
    There are plans to add support for Standalone, but I don't have a date, sorry.
     
    jashan and Peter77 like this.
  5. jashan

    jashan

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    Mar 9, 2007
    Posts:
    3,105
    Oh wait, so that means that the documentation is incorrect:

    ?

    Or, more precisely: Is FrameTimingManager not supported on Windows Standalone at all, or is it supported with DirectX 11 but not with DirectX 12?

    I'm not getting the expected values, on Unity 2019.1 - but that's also in a VR project. We first try using the FrameTimingManager but if that doesn't work, we fall back to using XRStats. Unfortunately, XRStats only delivers GPU frame times, not the CPU frame times ... and we actually need both.
     
  6. florianpenzkofer

    florianpenzkofer

    Unity Technologies

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    Sep 2, 2014
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    What I wrote earlier ("It's supported on platforms/graphics APIs that support https://docs.unity3d.com/Manual/DynamicResolution.html") is incorrect and our documentation should explicitly list supported platforms for FrameTimingManager.

    On Windows Standalone FrameTimingManager is currently not supported with any Graphics API. FrameTimingManager with D3D12 is coming at some point. It's also not supported when using Vulkan with Windows Standalone, even though we support it on Android.

    Dynamic Resolution is supported with D3D12 on Windows.
     
    jashan likes this.
  7. jashan

    jashan

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    Ok, got it, thanks! Does Dynamic Resolution also work with VR, legacy pipelines and PostProcessing v2?

    I have to test if D3D12 even works for us - last time I checked (probably 2017.4), it didn't work with SteamVR but now we're at 2019.1, so maybe this finally does work and would probably improve performance especially when using Graphics Jobs.
     
  8. jashan

    jashan

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    Mar 9, 2007
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    Nope. SteamVR and D3D12 still don't play well together, even with Unity 2019.1, SteamVR Unity Plugin 2.3.2 and OpenVR 1.0.5. When using D3D12, the HMD simply doesn't "connect".