Thanks for the replies, I’ll investigate with the team.
I’m on Unity 2017.3.0f2, I notice when I task switch to Unity, after a bunch of Throttle MainMessageLoop frames (the yellow Other category in the screenshot) there are 3 consecutive GuiView RepaintAll frames (blue Scripts category) which seem to just do the same thing 3 times.
Hi everyone, I saw that Unity 2017.2.1p3 was posted today with this curious line:
- (969205) - Assets: Fixed Assetdatabase.Refresh taking longer than necessary.
I downloaded it, and my ALT+Tab delays are gone!!! I can finally get back to the Editor quickly. My project has 24K files (including .meta). The pain since October is finally gone. I will keep testing more things and try to summarize any (if there are) issues.
I hope this is true!
I noticed Nvidia’s overlay popping up recently whenever I would open the Unity Editor, which never happened before.
I was also experiencing horrible editor performance and noticed ridiculously high EditorOverhead time in the profiler.
Following the suggestions above, I switched off Nvidia’s In-Game Overlay and everything went back to butter smooth.
When people are talking about nvidia overlay, is that something that comes with that GeForce experience thing? Cause i’ve never had an overlay popup, but i’m never installing the experience… experience.
Exactly, it is only with GeForce Experience.
2017.2.1p3 (fixed 969205) works for me. I want (fixed 969205) applies quickly to 2017.3.
Great news! I’ll make sure it ends up in 2017.3 as well.
I’ve been told that it was fixed in 2017.3.0p4 but it missed the Release Notes
Can confirm, looks fixed indeed.
Hmm. I’m still seeing inconsistent performance in the editor when in play mode even after 2017.3.0p4. Basically I’m getting huge frame rate variances from 150+ down to 10 or so. I’m also seeing spikes that only seem to last a frame or 2. Not enough to seriously impact the average FPS, but enough to cause a noticeable hitch. My experiences largely match some of the others in the thread with either EditorOverhead or Gfx.WaitForPresent being the resource hog.
I’ve tried several things from this and other threads, closing/restarting Visual Studio, switching .NET framework versions, opening and closing the profiler, enable or disable VSync, etc… Nothing seems to have a lasting effect.
However, one thing I did notice this evening, completely disabling GSync seems to help. I can’t say for sure, as this is a recent change, but I was wondering if any of the others having issues, notably with WaitForPresent, are using GSync enabled displays?
Can you give details on how this is done?
In older versions (5.6) the editor ran fine, but the last ones (2017) the editor is very lag.
When I minimize it, it takes forever to maximize it again. That is the biggest issue.
So I did the old trick from this post (put -force-opengl at the end of the shortcut) and put my assets to Manual Update (as in this post ).
And its working faster.
Yeah, Manual Update of assets seems bad, but sometimes when you change something in a script and you just want to change one thing in editor before updating the code again, its very cool.
And about using OpenGL, I think its some issue with the DirectX 11 on editor.
I’m not sure the slowdown I experienced was the same one documented here, but it impacted not just Unity but my entire system. Massive slowdown to every aspect of my MacbookPro running Mavericks OS. I found a thread on reddit that suggested “revert factory settings” for window–>layout and that solved my problem completely. This was after reading dozens of posts and trying several other fixes and many reboots. It was one of those rare fixes that actually seems to have completely corrected the problem. I have no idea how I got into the slowdown mode in the first place, but I have been doing a lot of platform build switching lately.
I have 2017.3.0p4 and Editor Overhead takes like 30ms. I don’t think this has happened before with 2017.1 or 2017.2 as far as I remember… When I profile editor, it seems like it is doing a lot of work searching for a game object with a tag? Humm…
@Chrisdbhr1
put -force-opengl at the end of the shortcut
That did the trick :). Definitely issue with DX11 in editor. Switching to OpenGL solved the lag issue for me (Windows 10, Unity 2017.3.1f1)
For me, clean GI cash helped from ~24FPS to ~68FPS in older version I get 120 FPS (when press play) so there is things need to fix.
I wonder if this issue is even being looked at by Unity… This is one of those kind of problem where sending off bug report is almost impossible, due to the size of the project etc.
Experienced periodic lags as well (GeForce on my machine). -force-opengl seems to solve the problem