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Profiler.CollectDrawStats eats all the processor time

Discussion in 'Editor & General Support' started by Virtuactions, Jun 15, 2018.

  1. Virtuactions

    Virtuactions

    Joined:
    Jun 5, 2017
    Posts:
    13
    Something happens with my profiler. I can't profile anything, because Profiler.CollectDrawStats takes 80+ms in totally new scene when profiler enabled. When i am not using profiler - scene is running on 100+ fps (as expected for fresh scene). But when i enable profiler - it goes down to 10fps and closing profiler don't help, it keeps on 10fps until scene reloading.
    It takes 80+ms even when not playing and profiling only editor.
    Here is screenshot of editor profiling:
    download.png
    Unity 2017.3.1f1
    Other projects works fine. This problem only in one project.
     
  2. alexeyzakharov

    alexeyzakharov

    Joined:
    Jul 2, 2014
    Posts:
    508
    Hi,

    Thank you for the feedback!
    This is more likely related to calculation of used textures size in the a (Memory/Texture Memory value). The time scales linearly with amount of loaded textures.

    In 2018.3 we've added a feature to disable area stats collection, when correspondent area in ProfilerWindow is closed. That should partially address the issue.