According to the docs here…
“frametime … iPhone/iPad hardware is always locked at 60Hz refresh rate, thus you will always get multiples times of ~16.7ms (1000ms/60Hz = ~16.7ms).”
…but I’m getting max and min frametimes that are not multiples of 16.7ms on my iPad1. Here’s an example:
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iPhone Unity internal profiler stats:
cpu-player> min: 11.0 max: 15.5 avg: 11.8
cpu-ogles-drv> min: 1.4 max: 2.9 avg: 1.6
frametime> min: 21.9 max: 43.1 avg: 33.3
draw-call #> min: 16 max: 18 avg: 17 | batched: 31
tris #> min: 6145 max: 6151 avg: 6148 | batched: 8240
verts #> min: 6180 max: 6192 avg: 6186 | batched: 4169
player-detail> physx: 1.0 animation: 0.0 culling 0.0 skinning: 0.0 batching: 0.2 render: 5.2 fixed-update-count: 1 .. 2
mono-scripts> update: 3.3 fixedUpdate: 0.1 coroutines: 0.0
mono-memory> used heap: 1839104 allocated heap: 2072576 max number of collections: 0 collection total duration: 0.0
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A max frametime of 43.1ms is actually 16.7ms multiplied by 2.58. So not really a multiple. Why is that?