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Hi! I change profiler "EachNthFrame" constant to 1 from 30 for found spikes. To my surprise, i got result like this: iPhone Unity internal profiler stats: cpu-player> min: 65.2 max: 65.2 avg: 65.2 cpu-ogles-drv> min: 5.0 max: 5.0 avg: 5.0 cpu-present> min: 3.9 max: 3.9 avg: 3.9 frametime> min: 42.2 max: 42.2 avg: 42.2 draw-call #> min: 31 max: 31 avg: 31 | batched: 2 tris #> min: 9877 max: 9877 avg: 9877 | batched: 8 verts #> min: 4702 max: 4702 avg: 4702 | batched: 8 player-detail> physx: 1.7 animation: 1.1 culling 0.3 skinning: 4.7 batching: 0.0 render: 13.8 fixed-update-count: 2 .. 2 mono-scripts> update: 1.9 fixedUpdate: 0.0 coroutines: 0.0 mono-memory> used heap: 258048 allocated heap: 266240 max number of collections: 0 collection total duration: 0.0 Why "cpu-player" time larger than "frametime"? Also, sometimes value of "cpu-player" is negative. How to understand it?
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Unfortunately we had a bug in the profiler which would take frametime of the previous frame, but cpu-player time of the current frame. If your framerate varies significantly from frame to frame - you can get such anomalies as you described.
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