• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Jribs · Sep 26, 2017 at 07:54 PM · resolutiontimescalesurfaceresolution settings

Time Scale issue at high resolution (3000x2000)

I have been having a very strange issue with my project when building a standalone Windows build and running it on a Microsoft Surface Book.

My project is pretty basic right now with not much going on. I have the targetFrameRate set to 60 and the Surface Book has no problem $$anonymous$$tting that target. What's strange is anyt$$anonymous$$ng that uses Time.deltaTime is running slow as if my Time Scale was lower than 1.

I have checked all the values of TimeScale, DeltaTime, FixedDeltaTime and they are all as they should be. Even w$$anonymous$$le the application is running. So they aren't being altered anywhere.

 TimeScale = 1;
 DeltaTime = .016;
 FixedDeltaTime = .016;

But for some reason, when running it on my Surface Book at a resolution of 3000x2000, it runs as if my TimeScale was less than 1. Lowering the resolution of the player when it starts does not affect it. Although lowering the resolution of the entire screen in Windows does. If lowered through Windows, it runs at normal speeds.

The speed difference seems to fluctuate between runs. When I start it the first time, itll be maybe 25% slower, the next time maybe 50% slower. It's very strange.

Has anyone experienced t$$anonymous$$s before? Any Ideas to test it further? Thanks for any help.

Edit: So I got the editor installed on my surface book and of course it runs flawlessly in the editor. Profiling a build just shows the gfx.WaitForPresent blowing my CPU away. T$$anonymous$$s doesn't happen on any other windows mac$$anonymous$$nes so it must be some issue with the surface book grap$$anonymous$$cs/cpu setup.

I managed to get it to run at normal speeds by setting the fullscreen mode to 'exclusive'. A decent workaround for now, I'd rather not have to force people to go fullscreen, but I can at least work with it for now.

It's a work in progress I guess.

Comment
Add comment · Show 4
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image MacDx · Sep 26, 2017 at 11:23 PM 0
Share

Maybe it is not a Time Scale issue but a frame rate issue? I don't think time scale is slowing down your project, what's probably happening is that your frame rate is slowing down when you display the game at that high 3000x2000 resolution. Are you doing anything that is rendering intensive? You should try profiling it.

avatar image Jribs MacDx · Sep 27, 2017 at 08:12 AM 0
Share

Nothing is intensive, I can run it at 1000fps no problem if I let it. I agree it doesn't seem like it is literally my time scale changing. The value remains at 1 while im running.

avatar image Animatick · Sep 26, 2017 at 11:50 PM 0
Share

Not sure how you have your code setup but make sure anything physics related is in the fixed update, and try using fixed delta time instead of the regular delta time.

avatar image Jribs Animatick · Sep 27, 2017 at 08:05 AM 0
Share

I am doing this. And it does fix anything that uses those items. But there are still issues, for example all my animations are slower, and anything that uses WaitForSeconds(). Using WaitForSecondsRealtime() makes it even worse.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

70 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Resolution being saved as 0x0 0 Answers

iphone menu game help 1 Answer

Make WebGL build look lower resolution 0 Answers

Player Settings Standalone resolution will not change? 0 Answers

"Couldn't switch to requested monitor resolution" 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges