Search Issue Tracker
Fixed in 2017.2.X
Votes
1
Found in
5.5.1p3
Issue ID
905401
Regression
Yes
[Metal][iOS] MSAA costs a lot of GPU time on iOS with Metal (5.6 regression)
Steps to reproduce:
1) Open the attached project (Maya might be needed to import all the models).
2) Build for iOS.
3) Deploy on a device.
4) In Xcode's debug FPS section, monitor GPU Frame Time.
Test results on some devices (5.5.1p3 | 2017.1.0b3):
iPad Mini 4 iOS 9.3.2 - 27 ms (37 FPS) | 47 ms (21 FPS)
iPhone 7 Plus iOS 10.3.1 - 13,2 ms | 14,7 ms (both capped at 60 FPS)
iPhone 6 Plus iOS 8.0 - 22,5 ms (44 FPS) | 157 ms (6 FPS)
Some devices (like the iPhone 6 Plus above) are suffering particularly big FPS drops. Disabling MSAA or switching the Graphics API to OpenGL ES reduces GPU frame times to normal.
Reproduced on:
2017.1.0b3, 5.6.0f3
Did not reproduce:
5.5.1p3
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “FMOD failed to set the software format to the custom sample rate…” warnings are thrown as System Sample Rate value is being changed in Audio section of Project Settings window
- VFX Marquee selection does match the visual indicator
- “Invalid AABB aabb” errors are spammed when “Infinity” value is entered in Collider Component fields
- Editor Role does not sync with the MPPM Play Mode Scenario Role when entering Play mode
- Long asset names cause overlap with the “Find” function in search result tabs
Add comment