I am using
- Unity 2019.3.0f1
- Universal Render Pipeline with a 2D Renderer
- Project Quality Setting Vsync Count = Every Second V Blank
- Monitor: 4k at 60hz
- Windows 10
Performance is being checked with Windows Task-Manager
Build Framerate is being checked with Geforce Experience
The goal is to keep the game resource-light as possible.
Game Running in Editor:
The game is running as reported from the stats menu at 30 FPS
At this rate, the Task-Manager is reporting 6% CPU / 20% GPU Usage. I would love to see that value also in the Build version.
Screen Res: 3532 x 1987
Game Running in Build:
The game is running around 1400 fps (jumping around a lot ~50).
Task Manager shows 40% CPU / 40% GPU Usage.
Vsync did not cap it so by browsing on the web I found Application.targetFrameRate and set it on awake to 30.
This did not change anything.
Screen Res: 3840 Ă— 2160 Fullscreen
The issue is that I want to cap it just like in the editor but for some reason, I am unable to.
I expect that URP with the 2D Renderer is causing it but I found no way of changing it to be capped at 30.