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Why Semaphore.WaitForSignal so high?

Discussion in 'General Graphics' started by matt1101, Dec 12, 2020.

  1. matt1101

    matt1101

    Joined:
    Mar 10, 2017
    Posts:
    38
    Hi,

    I've been working on a game for some time now and it seems to run a bit like crap. Triangle count are about 7.5 million, and batching count are around 500. At 1080p my game runs in the 90's and at 4K it goes all the way down to the 20's FPS speaking. I've never done optimization before so bare with me. Main thread is at 50ms while render thread is at 7ms. The information is in this picture below.

    Profiler.PNG
    Do anybody know how I can lower this? Any help is appreciated.
     
  2. Neto_Kokku

    Neto_Kokku

    Joined:
    Feb 15, 2018
    Posts:
    1,750
    The CPU is waiting for the GPU to complete rendering the frame. The fact your framerate dropped significantly going from 1080p to 4k is a clear indication that you are GPU-bound in some way.
     
  3. matt1101

    matt1101

    Joined:
    Mar 10, 2017
    Posts:
    38
    Thank you for you answer, is there an easy way to see where the problem is or do I just have to test out different things?
     
  4. Neto_Kokku

    Neto_Kokku

    Joined:
    Feb 15, 2018
    Posts:
    1,750