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Profiler: Unaccounted time between PlayerEndOfFrame and Graphics.PresentAndSync

Discussion in 'Editor & General Support' started by MicroEyes, Oct 18, 2017.

  1. MicroEyes

    MicroEyes

    Joined:
    Jul 3, 2012
    Posts:
    309
    Hi,
    I am using Unity 5.5.0p4 on Windows 10 machine with Intel i5 and NVidia 610. I am developing for WebGL.
    I found continuous FPS spikes in my WebGL build. It's running on 60+ FPS in editor.

    Please find chrome_rendering.png from chrome developer console and unity_profiler.png from unity WebGL profiling window.

    Please help to dig where to look for the issue.
     

    Attached Files:

  2. MicroEyes

    MicroEyes

    Joined:
    Jul 3, 2012
    Posts:
    309
  3. FMark92

    FMark92

    Joined:
    May 18, 2017
    Posts:
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    CPU hickups? Post specs.
     
  4. MicroEyes

    MicroEyes

    Joined:
    Jul 3, 2012
    Posts:
    309
    My machine specs:
    * Intel i5-3330 CPU @ 3.00GHz 3.20Ghz
    * 64bit machine & 64-bit OS
    * 8GB RAM
    * NVIDIA GeForce GT 610
     
  5. FMark92

    FMark92

    Joined:
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    1,243
    Can't see any obvious limitations in specs.

    Also on second look, the spikes look pretty uniform.
    Maybe ther profiling cost for WebGL builds is just that big?
    Maybe it's just Chrome waiting for something?

    Try other browsers and try building without profiler hook (and not development build). Put something like a custom frame time coutner in scene. See if it goes any faster/stops lagging.
     
  6. nocanwin

    nocanwin

    Joined:
    May 7, 2009
    Posts:
    176
    I had this issue on iOS and it was caused by the standard shader. Switching to the mobile diffuse shader fixed it.