Hey,
Using Mac 10.15.3 & Unity 2019.3.5f1
In a very simple scene which runs about 900 fps in Windows machine (16gb ram, i7), in my Mac it goes up to 100% usage of CPU, average 80%.
Mac specs % profiler ss is here:
fps is set to 60.
Hey,
Using Mac 10.15.3 & Unity 2019.3.5f1
In a very simple scene which runs about 900 fps in Windows machine (16gb ram, i7), in my Mac it goes up to 100% usage of CPU, average 80%.
Mac specs % profiler ss is here:
fps is set to 60.
Looks like you’d be hitting those 60 fps if rendering the profiler window wasn’t so expensive (those spikes) and if you where running this in a standalone build. The Editor is waiting for target FPS/vSync differently than a built Player, so you should be checking this there.
i am hitting more than 60 fps. the problem is it takes more than 80% of CPU which isn’t a normal scenario i guess.
by the way i’m not following you. what is your recommendation?
Make a build and profile that, see if it behaves the same.
iPhone 6s Plus seems to run ok with ~50% CPU usage. Anyway, what causes Mac CPU load?
I think on windows, waiting for the target fps in the editor actually means the thread is idling while waiting for a Semaphore.WaitForSignal. From the Profiler screenshot, it looks like the Mac doesn’t do that Semaphore.WaitForSignal so I assume its waiting for the target fps while the main thread is still keeping the CPU busy.
I see. Seems like there’s no way to fix this issue. Then developing on Mac is pointless when i can get about 600fps on Windows.
If you’re setting Application.targetFrameRate = 60 you should get 60 on Windows as well. Same with setting QualitySettings.vSyncCount =1 or the vSync toggle in the game view’s resolution drop-down