Search Issue Tracker
Fixed in 2021.3.13f1
Fixed in 2022.2.0b10
Votes
6
Found in
2022.2.0a9
Issue ID
UUM-914
Regression
Yes
[WebGL] Performance drops significantly when running build on fullscreen
Reproduction steps:
1. Open the user's attached project on WebGL
2. Build and run it
3. Enter fullscreen in the game and observe the framerate
Expected result: The scene does not have framerate issues
Actual result: The scene is lagging
Reproducible with: 2021.2.0b1, 2021.2.17f1, 2022.2.0a9
Not reproducible with: 2019.4.37f1, 2020.3.32f1, 2021.2.0a21
Note:
Seems to only reproduce on some machines/OS versions
Comments (2)
-
matt_cauldron
Apr 02, 2022 06:34
Also worth noting that this bug was initially found as a result of upgrading from 2020.3 to 2021.2 and so I'm seeing it as a performance regression between versions.
It's interesting that the QA team found it started to reproduce between 2021.2.0a21 and 2021.2.0b1 which implies that the change is contained between those versions
-
matt_cauldron
Apr 02, 2022 06:28
Related forum thread can be found at https://forum.unity.com/threads/performance-regression-2020-3-2021-2-60-30-fps.1226598/
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note (fix version 2021.3.13f1):
Fixed by another internal issue: UUM-7962: [WebGL] context powerPreference should default to high-performance
Resolution Note (fix version 2022.2.0b10):
Fixed by another internal issue: UUM-7962: [WebGL] context powerPreference should default to high-performance