LoadAsync causes stalls when used with Framecap/VSync ?

Hi,

I am developing a streaming implementation where I load an environment while navigating.
When I fly through the environment, performance is great in the editor, but in the WebPlayer I experience a lot of stuttering.
When I set vsync to “Every VBlank” in the quality settings, it stutters in the editor as well (350fps with 100ms frames in between).
Could it be that when using LoadAsync in combination with a framecap (which is enforced by the webplayer I believe?) or the VSync setting “Every VBlank” produces a stall ? The profiler shows me “Application.Integrate Assets In Background” is causing the stall.

Does anyone have a solution or a workaround for me ?

Thanks in advance.

Cheers,

Ben

I just stripped my content, the maximum load my application has is loading one assetbundle of 6kb per frame and instantiating the prefab inside of it. The prefab is is a very simple mesh with a DXT1 compressed 64x64 texture. It seems odd that this would produce such a noticeable stall.

have you adjusted how much resources you allocate to the loading?

If you mean by setting Application.backgroundLoadingPriority, then yes.