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Unity 5.3 Performance issues

Discussion in 'Editor & General Support' started by rstorm000, Dec 8, 2015.

  1. MrEsquire

    MrEsquire

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    Not sure why this not been looked at!, but not surprised.
    Still do not get how QA forget about reported bugs, they want us to report - typical answer to all.
    Yet when one does, no reply for months?

    If the bug report has not enough information or repo they should reply with that.

    If they are serious should be a 2 week least reply policy.

    If QA manager is reading, I know what you may say, we get hundreds bug reports a day or sumfin along thoose lines, maybe then invest in some sort of system to sort things
     
  2. hippocoder

    hippocoder

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    The new post effects (cinematic) have allocations as well, perhaps some can't be avoided, I don't know.
     
  3. mdrotar

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    Perhaps. If only they'd upgrade the garbage collector already, it wouldn't be such a big deal.
     
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  4. aaronjbaptiste

    aaronjbaptiste

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    ah sorry guys, the title of the report is wrong. It wasn't Garbage collection is was Overhead (commented in the ticket). I don't think there's a way to change the ticket title though. Maybe that's why it's been ignored.
     
  5. MrEsquire

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    What do you mean upgrade, is it outdated?
     
  6. mdrotar

    mdrotar

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    There are newer/better GCs that don't need to block the main thread for XX ms to do a collection. It's related to the outdated mono. But, as we know, Unity is working on it.
     
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  7. aaronjbaptiste

    aaronjbaptiste

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    Same problem with latest 5.3.3p3 release. How is it for everyone else?
     
  8. dudester

    dudester

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    I can confirm that unity 5.3.2 is performance heavy , i tested unity on a very good computer , at first it gets 60fps stable , its locked at 60 , then as soon as particles start spawning it drops to 40 fps and doesn't recover , Note im using a pooling system , so theres hardly any GC going on , they clearly broke something , what it is I dont know.
     
  9. DrKucho

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    which one of the problems are you referring?
    im mostly following the particles performance issues and the render flush thing, by reading the patch3 release notes i would say they didn't fix it yet, am i wrong?
     
  10. Palanysamy

    Palanysamy

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    Dear all, I'm keeping unity 5.1.2 because 5.2 and 5.3 was screwing my performance. Is the new patch doing better or should I stay with 5.1.2?
     
  11. DrKucho

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    so far there are no news of a performance fix on 5.3
     
  12. Shushustorm

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    I guess 5.4 is taking longer now.
    "
    BETA: 5.4
    Stabilization in progress. Target : June 2016.
    "
    (from the roadmap)
    Hopefully, this means those problems are going to be addressed.
    Has anybody tested "5.4.0B10"? (https://unity3d.com/unity/beta)
    It says "Released: March 14, 2016".
    Also, if it runs without problems, can I release using a beta version?

    EDIT:
    Also, take a look:
    http://blogs.unity3d.com/2016/03/15...nity-while-keeping-up-the-pace-of-innovation/

    EDIT2:
    Alright, I tested 5.4.0B10 with one of my projects and the performance problems are about the same as those introduced in 5.3. About half the performance overall with additional hiccups (lag) every few seconds. Besides, the editor crashes each time I try to run the game there. So unfortunately for me, it's still unusable.
     
    Last edited: Mar 15, 2016
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  13. Palanysamy

    Palanysamy

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    If your are still having issues with the beta... that´s bad news. I´m fundamentally ok with 5.1.2, problem is that some addons are already requiring 5.3 and I can´t just tolerate the framedrop, especially when my game relies so heavily on particles.
     
  14. Shushustorm

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    @Palanysamy
    Actually, I just found out the issue only seems to show up when the game is still linked to Xcode.
    When closing Xcode and running the game again, it will have no hiccups.
    I didn't test overall FPS performance, though, because the editor just isn't working (crashes every time I try to play the game or navigate in the scene view).

    EDIT:
    Alright, using 5.3.4 has fixed the performance issues for me as long as the build isn't linked to Xcode. In both, 5.2.2 and 5.3.4 I get roughly the same FPS (about 29 to 30). Only tested this on iPhone 5S so far, but I think it will work on 4S, too. CPU usage is increased by 10% in 5.3.4, but memory usage goes down by 10%.
    [Also, ] Right now, the only downside I see with 5.3.4 are UI issues [with 5.3.4].
    With that being said, is it safe to upgrade a project from 5.2.2 to 5.3.4? Will I be able to convert back to 5.2.2 if I need to? I don't really want to keep duplicates, especially when there is still work to do and I sure don't want to ruin the projects either.

    Somewhat off-topic, but does anybody know if there is a way to install an app multiple times as different versions? I tried giving them different names and different version numbers, but each time I run it on the device, the old version gets replaced. Two versions would make things easier to figure out.

    EDIT2:
    Not working on 4S anyway:
    Constant 90% - 100% CPU usage and after some time Xcode tells me:
    "The app "[app name]" on "[phone name]" quit unexpectedly.
    Message from debugger: Terminated due to Memory Pressure"
    I guess it's because it lacks Metal? Worked well with Unity 5.2.2 however.
    Even turning on "Auto Graphics API" won't help, though.
    I just get the splash screen (with the Unity logo missing) and that's it. The game won't even start. And even when not connected to Xcode, the game will just quit after about 1 minute.
     
    Last edited: Mar 16, 2016
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  15. DrKucho

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    these are instructions for unity 4 but i guess it still works for unity 5, im trying right now on mac, probably will work
    http://docs.unity3d.com/460/Documentation/Manual/InstallingMultipleVersionsofUnity.html
     
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  16. Rusted_Games

    Rusted_Games

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    Yes, the steps works the same for Unity 5
     
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  17. aaronjbaptiste

    aaronjbaptiste

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  18. MrEsquire

    MrEsquire

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    Can you make post in the Unity 5.4 beta section, more chance developers will check it and fix specific to 5.4
     
  19. aaronjbaptiste

    aaronjbaptiste

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  20. DrKucho

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    Tested 5.3.4 compared to 5.3.2.p i wasn't able to try the graphics API change till now , seems to be the reason of all my troubles ...

    as i see BatchRenderer.Flush is there from 5.3 but it works ok using OpenGL2 , it works on every frame no just on particles , and apparently it does not even increase milliseconds when they happen, but with OpenGLCore it goes stupid on particles 9ms, 26ms, and even 56ms !!!

    this is the same scene , same situation , just my hero shooting to the ground , each spike is a new ground explosion that spawns particles
    EDIT : i just tested the new METAL graphics API with similar stupid results , OpenGL2 Wins
     
  21. aaronjbaptiste

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    Seems like my reported problem will be fixed see http://forum.unity3d.com/threads/poor-shader-performance-with-openglcore-osx.392027/

    However it's only part of my performance issues, I've managed to reproduce more of it without any Image effects: http://forum.unity3d.com/threads/extreme-overhead-spikes-in-openglcore-osx.392536/

    For me it's a combination of things which leads to 2fps. Difficult to really pin down all the items individually but all I know is Unity 5.2 or OpenGL2 do not have these issues. Hopefully the new issue can be resolved.
     
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  22. Shushustorm

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    Actually, I was talking about multiple versions of the app that I'm developing.
    Occasionally, I keep different versions of Unity on my machine, but I don't really know how I could keep different versions of the apps that I'm working on on my iOS devices. If it's possible, I could keep a 5.2.2 version and a 5.3.4 version of the app on the iOS device and test them easily.
     
  23. Catacomber

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    I keep backups of my apps on my hard drive - one folder for each game. You could keep a folder called say unity52nameofgame_backups and unity534nameofgame_backups and store your back ups appropriately in there. I name my backups with the date and time. There's probably a way to use Git but I don't know what it is.

    Edit- sorry I thought you were talking about hard drive backups.

    For the versions of your game on your device can you give them a different name to identify them and a different provisioning profile?
     
  24. DrKucho

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    yeah , just copy the whole folder of the project and remember that you can always open unity while you keep ALT key pressed this will avoid unity to automatically load the last project used , instead will show the open project window where you can choose the old project folder , also unity tells you which version of unity was used on that folder so you know you are opening the right one, in case you try to open an older project with a newer version of unity it will warn you that it's gonna be updated.
     
  25. Shushustorm

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    @catacomber
    @DrKucho
    I'm not entirely sure if this is still a misunterstanding or not.
    I actually want the app to be installed on the phone multiple times.
    I already copied the project for different Unity versions, but the problem is:
    When I use 5.2.2 and build to the iPhone, the app will be on the phone.
    But afterwards, when I build using 5.3.4, the app that has been on the phone (5.2.2-version) will be replaced by the new version (5.3.4). So I can only test one of the apps at a time.
    I figured out how to do this at one point, but I'm not sure how to do it now. Maybe Unity changed something about this. Renaming the title and changing the version number won't stop Xcode from replacing the app.
     
  26. Catacomber

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    You could try asking in the Apple developer forum if no one here can come up with a solution. The Apple folks might have encountered this request before. You can certainly give them a good reason why you want to do it.
     
    Last edited: Mar 22, 2016
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  27. DrKucho

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    @Shushustorm
    Lol yeah , misunderstanding . sorry i don't know nothing about mobile development, but ... you said you renamed the title, i guess that's the file name ? , did you try to change the Company and ProductName at Edit/Project Settings/Player? , i know that, in Mac OS if you change that, Mac Os will threat it as a different program and won't use any of the previous preference files for instance, maybe works similar on iOs.
     
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  28. Shushustorm

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    Thanks for your replies!
    @DrKucho
    I actually changed the Product Name in the Player Settings. And for testing purposes, I even tried changing the Company Name. And as far as I can remember, changing the Product Name worked a few versions ago, but now it will replace the old app. I guess I am going to have to take a look at the Apple dev forums for any changes as @catacomber suggested.
     
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  29. r618

    r618

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    change bundle identifier
     
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  30. Shushustorm

    Shushustorm

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    While this does work, I'd need to create a bundle ID for each version of each app. But yes, it's a solution!
     
  31. jesusluvsyooh

    jesusluvsyooh

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    FIXED .. my problem anyway.
    CPU was going to 100% on my windows exe's, built from Unity Mac (always latest version). CPU used to be 5%.

    Using Unity 5.3.4p1 beta Lowered it down to 7% using Unity Mac.
    And using Unity windows 5.3.4p1 beta got it back down to 5%

    Overall i'm a happy bunny again.
     
    Last edited: Mar 31, 2016
  32. ZeroSumGames

    ZeroSumGames

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    My project worked fine in 5.2.3, but in any version after that it starts to suffer stuttering problems when particles are spawned. I'm reverting and just going to stay there for a good long time. These upgrades and patches have done nothing but cause me headaches.
     
  33. Goofy420

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    "Automated tests" is the problem.
    Unreal and Crytek actually use their SDK's to release games, and thus are familiar with the workflow and capable of fixing the bugs. Unity only releases Unity and relies on users to submit bug reports, but more and more of us are tired of wasting time to have the same bugs in each release.
    As far as the issue posted above with selecting multiple objects, I found that you need to lose focus of the Editor for it to work. Select all the objects, then open Firefox or something, then click the Unity icon in the task bar and it opens with all the objects selected. Do this again if you want to delete multiple objects.

    Unity mods are famous for banning people and removing posts that are negative yet truthful based on their disbelief of freedom of speech, so yes, Unity mods are the tyrant and dictator of the GDK world. If they don't like what you say, they'll just remove you and any negative responses on the forums will disappear. Two years ago one of the mods told a nine year old to "quit being lazy and do it yourself", so what good are forums if THE CUSTOMER is afraid to ask questions?

    Amazon Lumberyard will take most of the professional Unity users soon, as Amazon is very professional and dedicated to support and freedom of speech rather than tyranny and dictatorship. It's actions like this by the Unity staff that will ultimately kill Unity. This is how Novasoft died, and you're quickly on the same path. You can't allow your mods to play God when they are simple peasants who work for the customer.
     
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  34. nasos_333

    nasos_333

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    Amazon Lumberyard is using C++ from what i see, this is a major drawback for use as a mainstream engine and imo one of the main reasons the other very well known engines are not as mainstream as Unity.
     
  35. Goofy420

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    CryMono is a C#/.Net wrapper for CryEngine that will be available for Lumberyard seeing as Lumberyard is 99.8% CryEngine 3.8
     
  36. Martin_H

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    That's so far away from how I've seen mods and Unity staff act that I'm not quite sure if you are serious or baiting/trolling.
     
  37. Dustin-Horne

    Dustin-Horne

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    Last I checked, CryMono also required you to purchase additional licensing to use it, so that doesn't make it a very viable option in most cases.

    Technically this is a community forum and the mods are volunteer so they don't work for anyone.
     
  38. Goofy420

    Goofy420

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    Amazon acquired it and releasing for Lumberyard as full source so no additional license is required. As of 0.4 it only required a license for corporate entities netting over 100k USD per fiscal year.
     
    Last edited: May 3, 2016
  39. RavenMikal

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    Like anywhere else, it depends on the mods. Aurora has always behaved respectfully in my dealings with her, but with others I have definitely gotten a 'big brother' feel. Having been mod on another major site (not programming, was...uh...lets go with agricultural site) I wasn't big on deleting post entirely, and often would speak with the poster to give a chance for correction.

    I had a whole post deleted because of one line was seen as 'a direct attack' (said they were thick, honestly, if thats an attack, your skin is a little to thin to be dealing with the real world, as thats a nice as way as I can think to put that) And I'll be damned if I was going to try to recreate the whole post from memory. It became not worth it. But that was one mod. (could be more, but not that I've dealt with)

    With that said, ANYWHERE is going to have some mods who are a little to quick to play big brother, and others who will flat out abuse their power, I don't think if Unity fails, however, it would be because of that. For if no other reason then when you go to the asset store to find assets for your project to shave your dev time, your supporting other users, like us. Not necessarily whatever mod happened to piss you off that day. Any job you go to will also have its share of tyrants. Take it as those kids that didn't have attention or power in HS that get carried away now that they have a little.

    Granted, for those mods that can't handle criticism...thats a trait, for their own personal development, that should definitely be learned, because taking it personal throws away opportunities to improve.

    Regardless, I for one won't be changing engines anytime soon, I've not only gotten to far in what I'm working on, but have found a few assets that will bring it even closer to realization. At the end of the day, thats all I care about. If I was, though, it would likely be Unreal, they're the closest to having all the advantages of the unity community so far as I can see, and the other one I was bouncing around when choosing an engine in the first place. Though granted, I don't jump to the newest versions of Unity for a reason >_<

    P.S.~ Goofy, no ones a peasant. Not even the most prickish of mods. I'm not prepared to look down on anyone that far, and you shouldn't be to quick to either. Don't know about here, but where I modded we didn't all get along as mods, nor did we always see eye to eye. Its easy to group everyone together, but thats the problem isn't it? It ignores a basic truth - get 5 people in a room, even friends, and ask them a question based on opinion, I doubt you'll see two of them agree entirely, let alone all 5. <_<
     
    Last edited: May 3, 2016
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  40. zenGarden

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    Lumberyard will have a lot to proove from the ability to bring new features to the engine ( Cryteck devs are the guys who know hows the best how to improve and bring new rendering features) , and i doubt Lumberyard would become as friendly as Unity because all core tools , language and workflow are still based on CryEngine.
    There is issues with Amazon SDKs because you have more than 30Go total for installation while CryEngine is under 5Go, and multiplayer is not free, and the engine is not progressing as good as we thaught.
    You ask questions and you don't have clear answers or no answers sometimes, you call that better than Unity forums ?
    I would not bet in Lumberyad.

    There is lot of bugs still remaining in CryEngine and thousands on Unreal 4 , because you make games does not mean you will have less bugs. Unreal 4 is well known for new bugs with each release and broken stuff, this is not so better than Unity 5.3.

    Unity globally is doing as well as others, you should not be too frustrated because you had some hard moderation.
    Spend your time improving your skills and progressing instead of complaining about a past misadventure, don't give it importance and walk forward.
     
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  41. Martin_H

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    I understand you, that's something that would irritate/annoy me as well. I largely agree with the rest of what you are saying too. I've seen a music forum where the mods were called "emperors" and even naming the wrong band could earn you a temp ban. So, by comparison mods here are super chill.
    My experience from forums I frequented heavily is that there is always a strong correlation between overall toxicity and harshness of moderation. The more bans are issued and threads are closed, the more toxic overall user behaviour gets. I can't say for sure that is causation and not just correlation, but I have a strong feeling that forums need a good old flamewar every now and then to discharge negative energy and have a cathartic experience. If you take that away from people entirely, then aggressions build up and toxicity increases, in my opinion at least.
     
  42. Catacomber

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    This thread seems to have deteriorated. I've never had anything but help from the moderators here. I think they do a good job and maybe it's a thankless job sometimes but mostly they try to help and keep the forum clean of spam and other things.

    I don't see that the recent comments here are helpful. This thread is about Unity performance issues, not moderator performance issues. The internet will always be a place where you can have flamewars but I don't think they're very productive and if you met each other face to face, they probably wouldn't even happen.
     
  43. zenGarden

    zenGarden

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    I agree, let's stay on track for the better.
     
  44. MrEsquire

    MrEsquire

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    I think the lesson has been learnt from this thread and we all should move forward and help Unity make 5.4 a successful release with far less performance issues. Lets stick to some facts instead of assumptions (although Unity could work harder so there are less assumptions and more facts)

    Currently in Unity 5.4 beta this is only known performance issue:

    [iOS][Metal] Performance degradation in 5.4 with some custom shaders

    In RoadMap: Graphics: PBR Mobile Optimizations

    Its a shame priority has not been given to Graphics: PBR Mobile Optimizations, this should really be in the 5.4 release.

    Apart from this I do not see any mention of any specific performance TODO's, not counting Basic GPU Instancing Support.
     
  45. zenGarden

    zenGarden

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    A majority of mobile users are only playing 2D games and simple 3D in average mobiles. But indeed there is a market for mobiles with advanced hardware.
     
  46. RavenMikal

    RavenMikal

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    Actually, I'm working on a 3d mobile game, the fact is they can handle it now, and I'm not sure why 2d games are still so prevalent, to be honest. You can't say its the fun aspect, because you never see them on a console or pc release. (web browser games aside =p)

    Part of whats kept me taking the upgrading risk has been their increased performance on the mobile platform, fortunately I was looking to release the android version first, so that should give plenty of time for them to get that ios issue worked out ^_^.

    Every time I say I won't upgrade again, they make things so pretty >_< lol

    1) deteriorated? Honestly that conversation, or the offshoot was curbing itself, and these forums follow natural human conversation. I'll agree its always good to redirect back to the original issue, but it can be done without the 'shame on you' tone. ;)

    2) Gotta disagree, in person, sometimes things deteriorate much faster, with the added aspect of physical violence. Its good you've apparently managed to stay sheltered from this in your life, and while its not common, not like I've never seen it. <_< It happens. I've broken up a couple of fights over nonsense disagreements. >_< Here there's the advantage of at least no one can catch a felony ;)
     
    Last edited: May 6, 2016
  47. Catacomber

    Catacomber

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    @RavenMikal
    Since I'm a slender female no one apparently has ever felt threatened by me or wanted to sock me because I disagreed with them. So in that sense I've been sheltered from being beaten up in the flesh.

    Since I've been trained to fight with words and logical arguments in my primary profession, I've generally managed to handle even the nastiest encounters on the Internet with some grace.

    I see no practical benefit from flaming in forums and sometimes resetting the tone of a discussion is useful. The shame on you tone works with children. And who of us are not still a little bit children when we fight? Calling the moderators names is really kind of childish and unproductive and I'm glad you agree that type of conversation was to be curbed. We're lucky the forum is kept as clean by the moderators as it has been.

    Apart from that I'm very excited about what MrEsquire added about Unity 5.4. Looking forward to it.
     
    Last edited: May 6, 2016
  48. Goofy420

    Goofy420

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    Meanwhile, on the other side of the Galaxy... If you have superior performance drop using Windows 10 and 64-bit Unity 5.3+, here is a suggestion:

    MSI Mode:
    Microsoft suggests disabling MSI mode in Windows 10 that eats CPU performance.
    https://support.microsoft.com/en-us/kb/3083595

    CPU Lag:
    1. Disable P2P in Windows Update. This effectively turns your machine into a P2P which will update other PC's around the internet and can use 100% CPU at times. In Advanced Options under Windows Update, Allow this PC to update other PC's on the Internet, click Disabled.
    Disable Cortana since it's for those new to Windows and uses large amounts of processing. In Settings, under Notifications, disable all live notifications as that will also run your CPU up 100% when they are active, and they run as background processes that remain open in versions f Windows earlier than v.1511.
    Disk Lag:
    2. Disable Windows search Indexing and SuperFetch. This will cause your performance to drop substantially when indexing, using 100% of your disk performance for up to three days while re-indexing.
    In Services, right click on Windows Search and click "stop" and in startup click "disable", then do the same for superfetch.
    If you don't use OneDrive, then under Content Management in Windows 10, double click it, and select the rule, "Do not allow automatically updating to cloud". This also causes the 100% disk situation.

    Since doing the above mentioned, my CPU and Disk performance are back to 100%, so it's worth a try

    Edit: Advice for Unity devs. Just my two cents.
    Metadata: I noticed in 5.4 that my 743MB project had a Library folder 8.4GB in size after several bit rot sequences (Importing, deleting, etc). It would behoove us all to randomly clear that huge cache from time to time. Most users never delete the Library folder, so a simple popup once the folder is 8x greater than the project size would suffice.
    Garbage Collection: 5.2 is still using the old system, and newer, optimized systems exist. U5.5 should sacrifice an entire update period for Garbage Collection alone to increase global performance up to 18%.
    Allow disabling SceneManagement. This appears to be a huge performance issue for me (Console and DX12 only so far) when there are multiple large scenes loaded into the hierarchy, with no way to actually remove them.
     
    Last edited: May 17, 2016
    zenGarden and Rusted_Games like this.
  49. uiniti

    uiniti

    Joined:
    Feb 4, 2015
    Posts:
    74
    Has this been fixed yet?

    On Windows 10 64bit the CPU time more than doubled from 5.2 to 5.3 (Tested on the latest version)

    BatchRenderer.Flush is taking 15ms alone!
     
    Deleted User and Jwolf like this.
  50. Aras

    Aras

    Unity Technologies

    Joined:
    Nov 7, 2005
    Posts:
    4,770
    Do you have a repro case for that? We don't see doubled rendering times in any of our tests.