Today I ran the performance test of my game with Unity 2019.1.0b4 and present the results below, just like I did before, during older beta cycles:
According to my test, 2019.1.0b4 is slower than 2018 on average.
You can run the test using the project attached to the following bug-report:
(Case 1108597) Project to find performance regressions and bugs
How does the test work?
The (first-person) game I’m working on features an automated performance test. It works like this:
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Camera is placed at a defined position in the scene
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Camera makes a 360 degree rotation around the Y-axis within 20 seconds (slowly rotating around y)
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Every second the test captures the average CPU frame time of the last second
The game runs just like it would normally do, but the camera/player does not move and the AI in unable to see the player.
It measures the “base-line” of the game so to speak. If an actual gamer plays the game, more things are going to happen, which is missing in the test, such as visual and sound effects when firing weapons, additional AI to hunt the player and more navigation pathing.
I run this test in a Standalone Windows 64bit (Mono) Player. The following Physics settings are applied:
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Physics.autoSyncTransforms=false
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Physics.autoSimulate=true
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Physics2D.autoSyncTransforms=false
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Physics2D.autoSimulate=false
The resolution is set to 320x240 to make sure the bottleneck isn’t GPU.
The y-axis represents the average CPU time in milliseconds, how long “one frame took”. The x-axis represents the sample points while the camera makes its 360° rotation. Each test runs for 20 seconds, one sample every second, thus 20 samples for each test. Fewer milliseconds (vertical axis) indicate better performance.
Playing the game inside the editor, is also significantly slower than in earlier Unity versions, like sometimes dropping to 20fps which I didn’t observe in Unity 2017.
These issues are probably not reproducible if you’re running the game on high-end hardware. Please use a rig similar to the hardware I used to submit the bug-report.