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Question by x70x · Feb 12, 2015 at 12:39 AM · renderingperformancelagprofilerasync

Terrible Lag When Starting a Scene Which Eventually Resolves Itself... Graphics Card Issue or Unity?

I have an issue that is driving me absolutely mad. The scene I am running seems to have a completely random performance issue.

When I start my main scene I am loading in several other scenes with LoadLevelAdditiveAsync. I have one scene for each terrain tile that composes the region the player is currently in and they are loaded/unloaded as needed. There has always been a performance spike when loading the initial terrain tile scenes as you can see below:

alt text

This is not a problem. After this point however, I have a significant amount of lag that drops the game to ~15fps. Stranger still, this lag seems to magically resolve itself after some random amount of time as you can see below:

alt text

There is a drastic performance improvement that I cannot explain. Throughout development this is the normal performance level I have experienced (~60fps). Gfx.WaitForPresent is the largest contributor to this fps drop, but I understand that this is for the VSync. It seems like all the other aspects of the GPU rendering are taking up the same proportion of rendering time, but each with much longer times needed to render than usual.

Could this be an issue with my graphics card? Or is there something about my scene that I should investigate further?

performanceissue-load.jpg (200.2 kB)
performanceissue.jpg (197.6 kB)
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avatar image MichaelTodd · Mar 23, 2016 at 11:46 PM 0
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Hi, I seem to have the same problem, with Gfx.WaitForPresent being the largest contributor, and the lag fixing itself after a 3-5 seconds.

This only started happening when I upgraded to unity 5. Is the same true for you @x70x?

  • $$anonymous$$ichael

avatar image x70x MichaelTodd · Mar 23, 2016 at 11:57 PM 0
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I believe I was still using Unity 4.5 at this point. I honestly don't know how this issue was resolved. I tried dozens of solutions over a few weeks and then we brought a demo to PAX East last year. After the conference the performance issue seemed to have been magically resolved. I have no idea if it was something we did or if it was a version update or what. Sorry I can't be any more helpful.

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