earlyupdate.gputimestamp

Hi,
So we tried branching our project to test 2017.1, but felt there was quite a bit of lag introduced in our semilarge’ish project. Opening up the profiler and enabling the GPU profiler there was continous spikes of earlyupdate.gputimestamp taking up to 40ms every few frames with no further information. Rest of the game is well balanced ~4-6ms cpu/gpu.

Seems hard to google what this is, so what could it be for us exactly?

I’ve also encountered this but I think it only appears when profiling in the editor, not in builds. So, chances are that it’s nothing to worry about.

I’m also seeing this in my profiler. Unity does tell you that using the GPU profiler has overhead, so I think that’d be the most likely cause.

Yop, Do you found a solution ? I have the same issue…

I have same problem.

I found changing V Sync Count to ‘Don’t Sync’ instead of ‘Every V Blank’ seemed to fix this issue

I have the same problem with Unity 2017.2. Upon opening the profiler window, the play mode is slowed down to like 20-30fps. However, turning off v-sync doesn’t fix this as rossadamsm mentioned. Even closing all sub-profilers doesn’t help. Any other ideas?

these peaks are caused by profiler window for sure, try to drag profiler window while it records and you will see

The issue has been fixed with v2017.3, at least for me (tested on two devices). Just want to emphasize that this issue didn’t occur across all my projects, but I didn’t find why specific projects caused this issue and others worked flawlessly. However, all projects work fine with 2017.3.