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Unity 5.3 Performance issues

Discussion in 'Editor & General Support' started by rstorm000, Dec 8, 2015.

  1. arkon

    arkon

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    Will this fix it on IOS/Metal as well? I have very poor performance on n iPad Air2 with Metal as the first in the list, remove metal and ES3 so it only uses ES2 and it sped up a bit. Still not great but better.
     
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  2. 00christian00

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    Don't know, but I think so. I doubt they have different batching code for each platform.
     
  3. Lordinarius

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    Similar problem with Android. I am currently using 5.2.1f1 and i've tested it in 5.3. It was running on LG G2 with solid 60 fps, but after 5.3, frame rate is 12-20.
     
  4. AlteredPlanets

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    Ok,

    Anyone knows where do I post profiler screenshots for unity QA Devs to see?

    Also are there not enough free / asset store projects for unity QA devs to test on big or small?
     
  5. fffMalzbier

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    See it this way testing a whole big project for performance problems is not the way to go.
    The unity devs need a bug report with a specific (performance) problem that can be recreated reliable in a short amount of time.
    If you have such a dedicated test case project that contains just enough to produce the problem , please use the bug reporter to report it and you are free to post the case ID here so the unity devs can take a quick look at your specific case.
     
    Last edited: Dec 15, 2015
  6. Shushustorm

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    Could someone tell me how to switch to OpenGL 2.1? I just can't seem to find it.
     
  7. Arganth

    Arganth

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  8. Shushustorm

    Shushustorm

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  9. Arganth

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    not that i know off

    the different force settings can have quite an impact on the performance
    (still using unity 5.2.3)
     
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  10. rstorm000

    rstorm000

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    There is a way to switch in editor, you have to go to the Player Settings page and uncheck these settings and you can order and/or delete the didn't graphics you want:
     
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  11. Shushustorm

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    Found it! Thanks for the help! :D
     
  12. ahn2150

    ahn2150

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    Thank you.

    My case has been resolved for Android Build with Unity 5.3.

    Set up OpenGLES2 to first order in PlayerSettings. (In My Android Project Case, 4FPS --> 60FPS)

     
  13. Lordinarius

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    It seems there is a problem with opengl 3.0. Switching from auto detection to static OpenGl 2.0 solved performance problem for me too
     
  14. clearrose

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    I completely agree with this, we have lost a great deal of precious time with this performance issue and other bugs that came with unity 5.3. It's really hard to hit deadlines with unity.

    Every time there is a update we lose time and we have began to become gun shy to updating Unity.
     
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  15. nasos_333

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    I think this would have been avoided easilly by opening the beta to all users, not just to Pro users. This limitation is the main reason that such a big issue that affects the performance in such an extensive and wide way was not cought.

    The worse part of this is that we have no way to know whether the system will return to its previous great performance or the performance will be lowered. When making my assets and RPG game the assumption is that performance will only get better and not worse, otherwise the whole game world would have to change constantly, which is impossible of course in most cases.

    I would take no new features over even a 0.1% chance to affect performance anyday myself. Hopefully the previous performance will return intact, even if some systems require to revert to previous versions for this to happen.
     
    Last edited: Dec 15, 2015
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  16. ippdev

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    Large terrain and motorcycle sim got 45-55 fps in 5.2 and 3 to 6 fps in 5.3. Got disgusted and returned to 5.2 immediately. I spend too much time hacking the game to hack the game engine.
     
  17. fabsther

    fabsther

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    Hi

    I was from the beginning restricting build to OpenGL 2ES and forward rendering, and now I updated to Unity 5.3 I 'm locked a 10 FPS while it was 40-60 before.
    I assume that something force OpenGL 3 or Deferred shading... Any Idea ?
     
  18. AlteredPlanets

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  19. clearrose

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    Just wondering do you know by any chance how did the pro users get though 5.3?
     
  20. MrEsquire

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    I still think even with open beta to all customers there be issue on shipping, I don't know why some people looking for some solution when the simple fact is things u don't see, internal Unity workings are the issues that need be solved.
     
  21. holliebuckets

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  22. nasos_333

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    No, but i suppose it is an automated thing if you own a Pro license.

    I would have grabbed the issue after a few minutes of playing with my particle system, so this was definitly super easy to grab if there was a public beta. I agree that the internal issue is the core of the problem, but this would not have passed beta check if it was done in public.

    In either case i am super excited to see there is a so fast response to the issue, since v5.3 is great in most other ways. I will upgrade and hopefully will return to the super smooth performance prior to v5.3 soon.
     
  23. Shushustorm

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    Thank you for fixing this quickly!
     
  24. rstorm000

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    Can't wait to try, I watch this page e'ry day already
     
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  25. pauldrummond

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    I just updated to Unity 5.3 and a project that worked very well in version 5.2 is now extremely sluggish when playing in the editor. Very, very jerky, with poor frame rate. I haven't changed anything, other than updating Unity.
     
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  26. holliebuckets

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    ================================================
    READ ME!!!!!
    ================================================

    UPDATE AGAIN!!! :D It's not a patch release!! It will be a fix in 5.3.1!! Coming tomorrow!!! :D

    @rstorm000
     
  27. ippdev

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    Great! I hope this SOB works as advertised. I just tried switching SpeedTrees for UnityTrees to get a higher framerate in 5.2.3f1 and though the stats read out I was getting 40+ FPS it was jerky,. I made a custom FPS counter and built. It was running at 10FPS. I am hoping I can work in 5.3.1 and get my SpeedTrees back with the advertised optimization. And what is with the stats window spitting out totally wrong FPS numbers?!? It has always been close even from 2.6.1 onward. Even the Profiler said I was getting a high frame rate when it obviously wasn't. It ran great yesterday.
     
  28. Demonith88

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    Any change logs around ?
     
  29. AlteredPlanets

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    Lol :)
     
  30. Aurore

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  31. Shushustorm

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    @Aurore
    Thanks for mentioning!

    EDIT:
    Is this problem actually named in the release notes? I haven't found anything when searching for "OpenGL".
     
    Last edited: Dec 18, 2015
  32. Demonith88

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    Can some one confirm is the performance any better ?
     
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  33. rstorm000

    rstorm000

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    testing today for OSX and Windows
     
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  34. gonzorob

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    I can confirm the performance has improved for me. A few new bugs though.
     
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  35. clearrose

    clearrose

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    While, there are problems still occuring. During playmode I get a bunch of errors that are repeatedly being logged to console causing bad Garbage collection about 43kb - 87kb. By what my profiler said it has something to do with camera.render, but besides this on the surface it the performance does look better.

    we are working an a iMac with OS 10.11.1.

    Profiler Data:





    Errors from the console that are printing constantly:

     
    Last edited: Dec 18, 2015
  36. rstorm000

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    Got examples?
     
  37. Demonith88

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    :eek: No news on WebGL and Android performance ? :(
     
  38. hippocoder

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    WebGL blog.
     
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  39. veracious

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    There's no improvement for me with 5.3.1. Still getting a nice 1.0 FPS on my scene where I used to get a couple hundred FPS :/
     
  40. ippdev

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    Did you change the Graphics API? Seems OpenGL 4.1 may be bottlenecking.
     
  41. rstorm000

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    Not sure what these errors mean. Will see if they affected anything?
     
  42. rstorm000

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    Note this is from Editor on OSX
    Profiler OpenGL 4.1:

    Still a lot of overhead there, but might be because of these weird AABB errors.

    Here's Editor in OpenGL 2

    Seems like an improvement although it looks like OpenGL 2 still wins out. Is this to be expected or? Also getting the
    "Invalid AABB a" errors in OpenGL2, perhaps not in dev builds, going to try those next.
     
  43. Jaimi

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    I'm seeing these like crazy too.

    It's easily reproduceable in the included example project. Just open up the "Car" scene from the example projects, and press play.

    Mipmaps on Render Textures still broken.

    Actually, it looks like this release didn't fix anything on OSX.
     
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  44. deekpyro

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    I too am getting a bunch of AABB errors after updating one of my games to Unity 5.3.1:

     
  45. reev4eg

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    I have same issue, when use particles on scene.
     
  46. hippocoder

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    That is why all professional developers are gun shy updating in all known engines.
     
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  47. TrevorStricker

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    That's not really correct. This is why if you're a professional you don't update an engine, or SDK or API or anything really, when you're nearing release.
     
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  48. holliebuckets

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    Could you please submit a new bug report and send me the Bug #, please :)
     
  49. hippocoder

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    That's what gun shy means.
     
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  50. holliebuckets

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    I think Trevor was agreeing with you hippo ^_^ <3
     
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