Did you try to investigate with the help of the Profiler what is eating for framerate?
I also use DirectX12 and RTX 2060 for one of my projects and it a more complex scene than yours by telling from the screenshot. Still having over 60 fps.
Ok, there are alot of spikes on your CPU usage. You should check out what is causing them. Can you hover above the yellow explamation mark icon beside GPU usage? I never saw that icon before.
By the way, I’m using a Intel Core i7-9750G @ 2.60 GHz and I have 32 GB ram.
Hi,
Yellow exclamation I don’t know why it is there for. The scene is not using the GPU, if a go to Task manager GPU is not in use.
Here same scene on a new system i9700 RTX 2070 I get 101FPS instaead of 20FPS but almost all from the CPU.The only thing on the GPU is the Shadow depth. Maybe it is using it and not showing, because a have post processing in the scene.
If you look at the legend on the left side of the screen, you’ll see that the ugly olive-green part of the CPU profiler that’s causing the actual spikes are GC. So you’re puking allocations all over the place.
The GPU is just stalling because your CPU is stalling at the same time.
I came across this thread because I started getting the same (d3d12: Profiler is enabled, but stable power state is not. GPU timing errors are expected) warning message at project startup.
You can only use the GPU Profiler in Playmode, or for builds of your application. You cannot use it to profile the Editor.
Note: If you have Graphics Jobs enabled in the Player Settings GPU profiling is not supported…additionally, on macOS, you can only profile the GPU on Mavericks 10.9 or later.
On Windows, Unity supports Playmode profiling in the Editor with Direct3D 9 and Direct3D 11 APIs only.
Given this I tried:
Turning off Graphics Jobs in player settings and then profiling in Playmode…no change - GPU profiling does not work - presumably because of point 3 above (as I am using Direct3D12)?..so
Tried profiling several builds as per normal practice (first with Graphics Jobs ON and then with Graphics Jobs off)…again no change - GPU profiling does not work.
I am using a Windows 10 development workstation, 12Mb RAM, 2019.3.13f1, URP 7.3.1, D3D12 (needed for Crest Ocean System to work with XBox deployment), GTX 1050Ti, . Using the latest GeForce driver (445.87) - also tried above with Studio driver but made no difference.
While I would like to have access to the GPU Profiler my main interest is knowing why the stable power state message appears and what this means…
Any suggestions for resolution would be much appreciated.
To avoid this message and get comparable GPU timings, you can pass -force-d3d12-stablepowerstate as cl flag to the editor/player. It affects performance but provides stable measurement results by making sure the clock settings are the same between runs.
The yellow warning triangle next to the GPU Usage Profiler legend has been there forever, but it has moved from the bottom to the top in 2019.3. With that change, the tooltip broke. A fix for the tooltip should be in the next 2019.3 release. The warning there is to alert to the fact that having an active GPU Profiler Module while profiling can have a big impact on the performance of the profiled application, which is why the module is not added by default and adding it isn’t retained over multiple editor sessions, to avoid accidentally lowering performance due to leaving the module on unintentionally.
Additionally to that warning, the GPU Usage Module’s chart should show warning triangles if GPU profiling does for some reason not work with the targeted application (e.g. because Graphics Jobs being enabled or because the specific Graphics API is not yet supported for GPU profiling). If you hover those triangles or select a frame without data and and check the details below the charts, the Profiler should tell you the reasons for there not to be any data.
If there is no data and no message as to why, that’s a bug, please file a bug report.
Regarding why unity is not using the GPU? I got nothing, sorry, not my field of expertise. But this sounds like you might want to file a bug report?
hi everyone, i have the same problem but just after i updated my project from unity version 2020.1.16f To: Unity 2020.2.1f, now, unity is so slow and giving me even 7 FPS but, if i close unity and than opening it again, it work good but after 2 min , it’s getting slower every time .
i’m using HDRP 10 on windows 10 , i5 - 9400f _ RAM : 16 _ VGA: RTX 2060 OC
also GPU profiler is not working and showing the same error the guys up says …