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Unity Statistics Not Showing Correct FPS

Discussion in 'Editor & General Support' started by jonkuze, Sep 13, 2014.

  1. jonkuze

    jonkuze

    Joined:
    Aug 19, 2012
    Posts:
    1,709
    Hello Unity Support,

    I have a very very weird issue to report. I have Unity PRO v4.5.2f and whenever I load my Game to play in the Editor I get about 65 FPS See Screenshot:
    http://www.heroesofrune.com/img/support/FPS1.jpg

    If I take my Scene Preview Tab and Move it over to my Second Monitor I get about 400 FPS. That's Insane! I have been struggling for days trying to Optimize my game, recently used Ian D. Mesh Baker Unity Asset and when looking at the Unity Statistics after Mesh Baking it didn't show much performance gain. I could see much lower DrawCalls after using Mesh Baker, but the FPS did not improve much.

    When I look at the Profiler I found a weird Purple Graph spiking in my GPU stats called RenderTexture.SetActive. I found some other threads with other Unity users reporting similar issue but I didn't really find an answer as that what this RenderTexture.SetActive is and why if we supposedly hide the Scene Tab we can see higher FPS in the Statistics. In my case Just hiding the Scene Tab does not work for me, I literally need to drag the Scene Tab over to my second Monitor as shown in this screenshot below to see 400 FPS in my Unity editor when playing my game.

    http://www.heroesofrune.com/img/support/FPS0.jpg

    This is Insane! Can someone please explain what the heck is going on here? I could have saved myself hours of late nights struggling with Optimization if Unity was reporting the correct FPS, and even with 400 FPS I am skeptical if this is even correct.

    What is the Best way for me to view the REAL Frames Per Second of my Game without the Unity Statistics because obviously it's Bugged! Unity please assist!

    Thank you,
    jon@mijikaigamestudio.com
     
  2. Dantus

    Dantus

    Joined:
    Oct 21, 2009
    Posts:
    5,667
    The statistics was never usable as a performance measure. If you want to know the actual performance, create a build and use a script to show the actual frames per seconds.
     
  3. jonkuze

    jonkuze

    Joined:
    Aug 19, 2012
    Posts:
    1,709
    I would think that such a simple feature like this would work accurately inside of Unity editor and NOT require me to move a Scene Tab to my other Monitor to get higher FPS report, if that 400 FPS is even accurate that is. I hope so lol! That would mean I did the right thing with Mesh Baker then and it's just Unity Reporting false FPS. I'm now looking into these two FPS Counters, anyone know which is best one to use? I'll buy them both just in case as they are cheap just curious what people have used to get accurate performance report.

    Advanced FPS Counter
    https://www.assetstore.unity3d.com/en/#!/content/14656

    FPS Graph - Performance Analyzer
    https://www.assetstore.unity3d.com/en/#!/content/6513
     
  4. Dantus

    Dantus

    Joined:
    Oct 21, 2009
    Posts:
    5,667
    You can implement one on your own and integrate it into your UI. The frames per second script is really trivial.