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UWP Framerate on simple Windows 10 build and run amazingly slow

Discussion in 'Windows' started by ARealiti, May 30, 2018.

  1. ARealiti

    ARealiti

    Joined:
    Oct 4, 2013
    Posts:
    133
    Is no one else experiencing this? First UWP build, if not I will investigate further, it must be my configuration or the SDK or something but it is incredibly slow, 3 or 4 very simple 1k poly models in view (Unity Viking Village building example models) at 30 fps on Medium Quality setting and Release Master x86 build with latest just downloaded and installed SDK on a 1060 NVidia card. Simple 1 directional light. No probes, no point lights or others.

    This can't be normal right?

    Must be the old version of Unity I'm using right - 2017.1.1 isn't compatible with latest SDK, I really didn't want to upgrade the project as I know that something I'm currently depending on will be broken most likely the cloth / editor again right. Well backup project, install 2018.1.1 and give it a try time I suppose?

    Cheers
     
  2. ARealiti

    ARealiti

    Joined:
    Oct 4, 2013
    Posts:
    133
    OMG still 30 fps on low resolution 1360x... and 2018.1.1 with compile to IL2CPP ? Am I missing something really obvious? I just can't believe this, these are Unity's own really simple models.
     
  3. ARealiti

    ARealiti

    Joined:
    Oct 4, 2013
    Posts:
    133
    Ah ok I will answer my own question, yes it was 2017 and building to .NET scripting that was the problem. I just didn't realise that the 2018/IL2CPP build failed and the Build and Run still ran and ran the old version , once I got the new version build working all good. Thanks for anyone who took time to look at this thread. Now I just have to worry about getting my real project working in the new version of Unity fear it!
     
  4. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,680
    When you encounter low performance, you should open up the profiler and see what is eating up frame time. Guessing usually doesn't work in situations like these :).
     
  5. Vectorizing

    Vectorizing

    Joined:
    Nov 19, 2011
    Posts:
    14
    Here's a question.. I've built an application that runs very well as a VR app, standalone (non-vr) PC and Mac application, but I've spent the last 24 hours configuring and trying to get my application to run as a universal windows platform application. I average 250fps in the unity profiler, but as soon as I run a release or master build via Visual Studio 2015, nothing functions. It's almost as if the application is running 1 frame per second because I can hear the background music stuttering and you hear it for a split second once every several seconds.

    The mouse doesn't function on UI buttons, the ability to click and drag in my application doesn't work.

    I've built with XAML and D3D with IL2CPP.

    If I try building with .NET scripting support I get many errors in each script, not sure what is going on there...

    I hope this makes sense but I'm at a loss here. I've debugged via visual studio, cpu usage is normal, i/o usage is normal, ram usage is steady.. Any thoughts?

    P.S. I'm on Unity 2017.3.1f1 x64, yes I'll update if needed but at the moment I think there is another issue?

    Thanks for your time.


    I've also read all of these links with no improvement:

    https://forum.unity.com/threads/master-build-far-too-slow-compare-to-release-build.482959/

    https://forum.unity.com/threads/game-is-extremely-lagging-on-xbox-one-uwp-unity-5-3-3.507852/

    https://social.msdn.microsoft.com/F...e-performance-with-net-native?forum=wpdevelop

    https://stackoverflow.com/questions/47355278/unity-build-to-uwp-performance-problems

    https://forum.unity.com/threads/uwp-xbox-one-poor-performance-enhanced-access.504884/

    https://forum.unity.com/threads/building-uwp-for-xbox-one-is-super-laggy.427819/
     
  6. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,680
    Can you try attaching the profiler to a release UWP build?
     
  7. Vectorizing

    Vectorizing

    Joined:
    Nov 19, 2011
    Posts:
    14
    So I was able to get the application running this morning. I have no idea what the fix is but I will share what changed on my end so that maybe it can help someone.

    This list is in no particular order:

    1) Make sure in XR settings, you have enable VR unchecked (unless you're building for mixed reality)
    2) Updated Unity to 2018.1.1f1 x64, installed UWP build module, as well as IL2CPP and .NET script support modules.
    3) Installed Visual Studio 2017 during step #2
    4) Installed all the add-ons needed for visual studio 2017 (it will prompt for what's missing when you go to open the solution file)
    5) Restarted the computer several times
    6) I've tried many combinations of settings in unitys build menu but the image I have below is what finally worked

    Issues along the way:

    1) Application had a white screen when debugging the application ---> I switched to Visual Studio 2017 instead of 2015 and disabled anything VR related in the unity settings (XR Settings)
    2) VS2017 complained about it couldn't debug the application and that I should check my debugging settings, which were setup just fine.. ----> Solution was to build with a higher SDK version set in unity (I think... don't hold me to it)

    Thank you Tautvydas-Zilys for the quick reply. Trying to attach the profiler is what caused me to go through all of this because when I built and ran the application with the profiler attached (in unity 2018.1.1f1) that is when I ran into the white screen issue.


    upload_2018-6-6_11-50-35.png