Vsync causing fps drop and erratic fps. Any ideas are welcome.

With VSync disabled my build runs at a stable 72 fps.
But with VSync enabled the fps becomes totally erratic. Dropping as low as 36 fps but mostly fluctuating between 43 to 51 fps. Does VSync have a massive overhead or something?

Profiling a development build only shows WaitForTargetFPS and Gfx.WaitForPresent spikes.
I’ve tried different nVidia driver versions and upgrading Unity to 2017.4.7f1 but neither of those helped. Running on Windows 10 version 1803.

Any ideas are welcome because I haven’t got a clue as to how VSync could cause this. The problem is only present in builds. It’s working fine in the editor :slight_smile:

when your computer renders the monitor pick the newest one on refresh.
vsync however is a different story, it trys render when monitor is refreshed.
which makes use of more cpu power and lower the video card power.
using vsync makes fps drops. i suggest you to disable it.
sorry for my bad english.not my language.