I’d like to think that it’s because no one really bothered to notice, or noticed and did not bother to report, or noticed, and reported, but did not bother to investigate. Now that we exactly know what causes it, I don’t see a reason why it wouldn’t be fixed.
I think it would be the best if you submit a bug report about the issue. You can incorporate @bjarkeck 's findings as well. I’m pretty sure the devs will pay attention to it once they get a report of it with measurement and cause.
And if you do and post the case number here, I’m sure @JeffDUnity3D would pass along to them.
Too lazy to look it up now, but I think it has been reported already. Like 9 months ago.
Whatever then, I have a low-rate mouse, so it does not apply to me.
Exactly. That’s an AMAAAZING attitude. In Greek we have a saying that roughly translates to “Do good and throw it in the sea”. Seems appropriate for submitting bug reports to Unity.
@AcidArrow , @ , @rawalanche
Bug reported! ![]()
https://fogbugz.unity3d.com/default.asp?1117360_0gofd5off8lcd2ub
Cool ![]()
As a sidenote: You may not want to link to fogbugz directly. It’s not a big issue, but we can see your other reported issues from there as well and you may have info in the bug report you don’t want the public to see.
Generally just the case number is enough.
(and maybe later a link to the issue tracker. bugs usually get on the issuetracker after QA has confirmed the bug)
Thanks for the heads up, good to know! Did it from an old account it seems, so luckily don’t have anything in particular in there.
Thank you for submitting the bug report! QA was able to reproduce the behaviour and the devs are going to look into it.
You can vote for the resolution of this issue and follow the resolution process here: https://issuetracker.unity3d.com/issues/input-polling-rates-drastically-decreases-editor-performance
As far as I can tell it had not been reported before, although we recently fixed a similar issue in the Linux editor: https://issuetracker.unity3d.com/issues/linux-strong-input-lag-when-using-standart-asset-pack-and-mouse-with-1000hz-pooling-rate
Fortunately, there are quite a few fishermen here at Unity.
So it all works out in the end, cool ![]()
They are apparently not very fast fishermen though. It’s been a while, 2019 beta got out, but this is still not fixed ![]()
Hi,
I’d just like to congratulate to Unity Technologies for the 2 month anniversary of this (still unfixed) bug. Great job! Keep it up! ![]()
That’s great what about the fish factory? 2 months of silence is not how we get tasty sushi.
But seriously, it’s impossible to switch the polling rate from 500Hz to 125Hz on my mice (as many other people can’t do this I presume). These stutters are quite annoying.
3 month anniversary coming up! ![]()
Some fish are bigger than others. But it looks like we have a potential fix in sight.
According to the bug report it’s now fixed, but the fix is still not even in 2019.1.0f2. Very disappointing ![]()
The issue tracker says “Fixed in future release”. In what release specifically is this fixed?
Please for the love of all that is holy fix this please. I’ve been bashing my head against a wall for a week trying to figure out why my viewport and game are stuttering like mad.
I took a long hiatus from development, and recently decided to continue my learning experience. I was quite confused as to why Unity was stuttering like mad on an OC’d Ryzen 1700 and GTX1080 with a game that could run on a ZX Spectrum.
So it turns out that my Corsair KB/M @ 1000hz is the cause of the issue. Thankfully this is an easy fix via the physical switch on the keyboard and iCue, but my got it’s going to be annoying when I want to start playing other games and need to keep switching things back and forth.
Edit: So switching to 125hz has improved the issue, but key inputs still cause a stutter. Especially if I, for example, rapidly press the spacebar. CPU time rises as high as 100ms.
I don’t believe it’s an issue with my code, all I’m doing is checking for inputs in Update, and modifying physics during Fixed Update, which unless things have changed, is what I’m supposed to be doing, yes?
According to the bug report it’s fixed in 2019.2. I just tried 2019.2a and it’s definitely still not fixed there. 4 month anniversary of this bug is around the corner btw ![]()
It’s more like a year actually.
