Performance Windows executable vs. web player.

I’m seeing a big difference in CPU usage when running the same project compiled as windows executable or for web player.

Project is a server and has pretty much all rendering disabled. My CPU usage is at about 13% when running in editor, or in browser. However windows executable runs up to 68%.

What’s up with that?

I’m using Vista 64bit, dual core E6600

My guess is because framerate is capped in both the editor and in the browser. So if the game can run faster than the capped framerate then the program just idles for a bit. In standalone the framerate is not capped so the program will go as fast as it can to get the top framerate possible.

I thought it might be something similar.

Thank you very much!

Any way to limit the framerate there as well? I don’t really need any fps for a server. Even the camera is turned off, i’m just rendering some GUI.

Since Unity 2.5, there is a way: Application.targetFrameRate