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Unity 5.3 Performance issues

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

  1. uiniti

    uiniti

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    Actually no, I can't send you the project because is too big and my upload speed is awful.
    I may do some tests but I don't think I will be able to reproduce that as the problems take place in a very complex scene, should I post it here or open a ticket?
     
  2. Aras

    Aras

    Unity Technologies

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    Opening a bug report is always preferable. Since I will forget about this thread in 3... 2...

    Oh look! A squirrel!
     
  3. zenGarden

    zenGarden

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    That's why many bugs pass throught, there is lot of squirrels passing buy :rolleyes:
     
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  4. Bradamante

    Bradamante

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    I've re-opened my test scene that I originally created to explore performance issues in version 5.3 in version 5.4b13. To my disappointment, performance under OpenGL Core on my El Capitan test system is still abysmal, with around 30 fps compared to 40 fps in OpenGL 2 on the same project. My guess is that either the water or the SpeedTrees are the culprit.

    I've uploaded the whole thing under case # 800895.
     

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  5. MrEsquire

    MrEsquire

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    You should try a more fair test, Unity 5.3.5 ( as they patched a few performance issues since the original 5.3 release)
    And of course have a go at Unity 5.4 beta 19, again many things been fixed and improved since beta 13
    Thanks and remember always make backups.
     
  6. Bradamante

    Bradamante

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    Alright, here's the same thing with Unity 5.4b19. FPSs in OpenGL Core vs. OpenGL2 are pretty much the same, as you can see.

    Do you seriously believe that Unity can fix performance issues from b13 to b19 that have existed from 5.3.0 to 5.4b13? You, of all people?

    But hey, nothing to worry about. Currently I am getting first time response emails from Unity QA about the 5.3.0 bugs I submitted in December 2015. Given that kind of turn-around time I'm already looking forward to them coming back to me about #800895 by November 2016. So I guess improved performance by early 2017? Can't wait.
     

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  7. zenGarden

    zenGarden

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    Having the source code like Unreal 4 would really help, if support can't do it, among hundred of users some would be able to do it and submit a correction to Unity to integrate it.
     
  8. MrEsquire

    MrEsquire

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    To be honest I do not, because its a taboo area, things go silent if you mention performance issues. It was only this topic that finally awoke a number of people.

    But to stay on topic, thanks for the tests, these kind of things add proof. Although it maybe argued that all users get different performance depending on how there project be built and coded.

    Topic like this do not help, if QA manager is going make post but not answer users questions after.
    http://forum.unity3d.com/threads/unity-5-4-beta-sweepstakes.400686/

    Considering 5.4 final is for June release, I think pressure is on again, lets see what happens in the final non beta.
     
  9. Martin_H

    Martin_H

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    Why don't you do performance tests with a build and the profiler instead of the editor? Afaik you can't get any meaningful data without making a proper build. Doesn't mean it's 100% sure the results will be different, but it is possible to get very different frame rates in a build. For me it was almost double the FPS in the build when I tested the difference once.
     
  10. Bradamante

    Bradamante

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    I don't understand. How would I attach a profiler to a build?

    EDIT: Nevermind. Found it. We'll see. Screenshot from some of the spikes.

    Hm, you're right, in a build the scene runs smoother, feels smoother. For the same view as shown in the screens performance goes up to 45+ fps. Still not the 60 I would expect. Keep in mind that I am complaining since Unity representatives said that OpenGL Core on Macs should bring a performance boost compared to OpenGL2, not a drop.

    Also I am pretty sure that in the past the difference between Editor and build performance was not that harsh.
     

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    Last edited: May 27, 2016
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  11. Bradamante

    Bradamante

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    Oh man, with Metal it looks so much smoother.
     

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  12. Jwolf

    Jwolf

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    My game had suddenly been suffering from performance issues that I attributed to Unity 5.3.x. I had seen frame rates drop by 25-40% with my computers fans going on with just the menu scene (it does have some 3D geometry as a background).

    I had a play tester with an lower end machine that was getting 10-15 fps in most conditions.

    In the process of releasing the game (and upping the minimum requirements) I was playing with the resolution settings to allow players to select windowed mode and adjust the resolution during run time. I found that while playing Unity was not correctly detecting my screen's resolution (1080p) and was maxing out at 1600 by (can't remember).

    After spending a couple hours trying to get it working I fell back to the default Unity configuration dialog - which I had not been using.

    And that's when it happened... I set the resolution to full 1080p and my computer was happy. Frame rates jumped and the fans barely run even while in the middle of game play. My play tester with the lower end machine saw his frame rate nearly double (still not great, but roughly playable).

    Not sure if this is the cause or part of the cause of what other's are experiencing, but it worked for me.
     
  13. HalversonS

    HalversonS

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    Having similar issues since updating from 5.2 to 5.3. Performance has fallen by nearly 50%.
     
  14. Shushustorm

    Shushustorm

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    Is 5.4.0 for once going to be stable? Pretty please?
    For me, 5.3.x is still wildly dysfunctional, obliterating my projects, which makes me a sad panda.
     
  15. Ironmax

    Ironmax

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    5.3.5 i have no problem . If you upgraded from 5.1 make sure to check your shaders, because they changed allot.
     
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  16. Martin_H

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    For me 5.4.0b20 was worse, so I went back to 5.3.5. I suggest to wait for the non-beta release.
     
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  17. DrKucho

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    ehm... all of them are betas ...there is a difference in theory but ...:p
     
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  18. DrKucho

    DrKucho

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    i just found that the bug causing incredible stupid frame drop on particle spawns was closed without fixing it

    https://fogbugz.unity3d.com/default.asp?759331_nehb3t840gpffsna

    seriously? they don't even understand what happened , some nonsense about other program running at the background and the solution is , "not to use that software on the background"? :eek:
     
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  19. MrEsquire

    MrEsquire

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    LOL, not surprised.. dude try Unity 5.3.5p4 with backup of project, see if you can still reproduce.
    Unity 5.4 beta has various particle changes in new Beta 22 release..
     
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  20. DrKucho

    DrKucho

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    thanks @MrEsquire i'm in the process try one of the new versions , unfortunately i got my project all messed up because a combination of unity reimport project crash and google drive insanity that deleted many of my files, so now i am reconstructing what i have lost by using previous backups... so much fun
     
  21. AlkisFortuneFish

    AlkisFortuneFish

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    Do you not use version control!?
     
  22. DrKucho

    DrKucho

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    I dont even know what that is...?
     
  23. Baste

    Baste

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    An absolute necessity for any software project! Popular ones are Git and SVN. If you ask which one you should use, that'll start a flame war!

    They're somewhat hard to use, but guard you against what you're going through right now, by keeping a history of every file in the project. If everything blows up (like it did for you), you just ask them to roll back to the last version, and it'll work.

    It was discussed extensively a while back in this thread.
     
  24. DrKucho

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    Something like OSX's time machine?
     
  25. Baste

    Baste

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  26. DrKucho

    DrKucho

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    thanks for that link !
    well that looks similar to put your project folder on dropbox which is what i was using till i migrated to google drive for size reasons , im sure a specialised version control system has more features but dropbox also keeps old versions for each file which i believe google drive also does, which i didn't know though about google drive is that it can go insane and delete everything when unity crashes LOL, fortunately all files seem to be stored on google drive trash can and can be recouped, you just need to wait 3 hours to get them downloaded back to your computer

    PD: apologies for the off topic we should stop talking about this in here.
     
  27. Deleted User

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    I also met this bug on my android device, and I read all the 5.3+ release notes, but found no solution to this problem, it's driving me insane. Anyone has good ideal?
     
  28. SaraCecilia

    SaraCecilia

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    This issue was fixed in 5.4
     
  29. Deleted User

    Deleted User

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    Glad to hear that! Can you tell me which version fixed this issue? And why I found nothing to this issue by reading all release notes, did I ignore something?
     
    Last edited by a moderator: Mar 31, 2017
  30. SaraCecilia

    SaraCecilia

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    You're completely right, I can't find it in the patch release notes, either. Sorry about that, it's documented internally.
    5.4.0f1 is the version where this issue was no longer reproduced.
     
  31. Deleted User

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    Ok, thank you very much!
     
  32. Fouetty

    Fouetty

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    Someone can open this version of unity in intel 12/13th gen? i always get error