Today I ran the performance tests of my game with Unity 2019.2.0b1, 2019.1.0b9 and 2018.1.9f2. I present the results below, just like I did before, during older beta cycles.
Older Reports
According to my test, 2019.2.0b1 is slower than 2019.1 and significantly slower 2018.1.
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:
- 2018 = .NET3.5
- 2019 = .NET4.x
I’ve also enabled “Incremental GC” on both 2019 versions.
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 (D3D11) 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.
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.