Windows 10 updated and now Unity editor is dead dog slow

I know this is going to sound crazy, but today I was working in Unity 5.6 beta just fine when Windows popped up its new Windows 10 annoying update now or die message, so I saved my work and let it update. Must have been a large update because it took like 20 minutes. Anyway once it was done, I started Unity back up and now the editor is insanely slow. An empty scene with just two spheres in it, tumbling the viewport camera is really slow. I don’t know what the actual FPS is (is there a way to show it?) but it has to be sub 20 or lower.

Pulled up the FPS overlay from Shadowplay and I see the Unity editor view is getting around 10 FPS on a totally blank scene. If I hit Play in Editor (on that same empty scene) it will show a capped 59 FPS in the Game tab, but if I go back to the Scene tab it drops back to around 10 FPS.

I turned off Windows Update due to having to go through and reset everything from grfx to wifi every time. You can uncap the fps by going to the Quality settings and selecting Don’t Sync from the V Sync Count dropdown menu.

Hey, the forced Windows 10 updates are total bullshit, and here’s a tool I use on the machines on the network I manage at work:

Ignoring what other people said regarding windows updates (you really shouldn’t disable them), that sounds like something that shouldn’t be happening regardless of Windows version you’re on. Could you film exactly what’s going on? Preferably with a physical camera and not screen capture software, so we’re sure what is captured is not caused by it.

Not to argue with a developer, but Microsoft has proven that they can not be trusted with their updates. They have a proven track record of system breaking updates, bugs, and bricking. Not to mention their un-ethical practices with the big Windows 10 push. The point of updates is to secure your machine, and its been proven that unvetted Microsoft updates are insecure, since they have the ability (and have used that ability) to act as malware (bricking on restart), spyware (ever more invasive telemetry), and adware (Windows 10, new start bar).

Keep a good antivirus on your machine, compliment with a good anti-malware, run an up-to-date browser that’s not made by MS. Updates are not mandatory. Sorry.

Disclaimer: I would also like to mention that I’m heavily certified and know what I’m doing. Someone who doesn’t have the experience might be better off dealing with the barrage of machine breaking bugs Microsoft will be shoveling through their mandatory updater now. There are some zero-day exploits that can mess your day up pretty bad (looking at you java).

Ok strange thing I found when making a video for you. Normally when I use the viewport I use the standard Maya mouse keys for moving around. It is just habit. So for example to rotate my view around I would “F” to center on an object, a Sphere in this test, then hold down ALT and LMB drag the view.

When making this video I was holding my phone in my left h and so I couldn’t hit ALT so I looked around just with the RMB drag and while still not as smooth as it should be, it was smoother. This is odd.

ALT-LMB drag rotates very jerky and around 10-20 FPS initially but the longer I hold it down and pan around, the lower the FPS goes until it literally hits 1 FPS
RMB drag rotates smoother, around 10-20 FPS and doesn’t get worse the longer I drag

Then I did another test and just held down the ALT key and watched the FPS and it did indeed plummet down to 1.

Now to be clear the speed of RMB drag is still not what it should be, so there is still an underlying issue here, but now it appears there are possibly two issues.

I’m going to work up a tripod so I can get a better recording for you.

https://www.youtube.com/watch?v=D3GbLkIYNrU

Video is unlisted

Ok so this gets even weirder. Apparently I am only having this problem on newly created scenes. If I load one of my old scenes they work fine.

Ok after a half day of troubleshooting I still don’t know why the problem is occurring but I did find the cause. The colorspace setting.

My project is using Linear colorspace because we are using HDR and Substance textures. If I change the colorspace from Linear to Gamma, boom speed is back up to what it should be. This isn’t a fix for us, but still.

I then created a brand new empty project in Unity 5.6b7. By default in a fresh project, colorspace set to the default Gamma, panning my view around in the scene tab I am seeing around 150 FPS. Simply changing the colorspace to Linear and doing nothing else immediately drops that to around 30 FPS and that is in a fresh empty project. The issue isn’t as drastic as I am seeing in my real project, but still quite clear. Switch it back to Gamma and speed is back.

That is not entirely safe advice, especially if the computer has a externally accessible IP address. There have been vulnerabilities in Windows that worms can actively exploit. Anti-virus and anti-malware programs can be quite helpful, but the only way to prevent some infections is by patching Windows with the latest updates. Disabling Windows Updates is generally a bad idea.

Could you record an ETW trace using “Unity+CPU+MF+DXGI.wprp” profile? It shows how to do it here:

http://files.unity3d.com/zilys/ETWPerfGuide/data/RecordingTraceOnPC.html
http://files.unity3d.com/zilys/ETWPerfGuide/data/CustomETWProfiles.html

Send it to me privately via a PM.

The profile linked appears to be invalid. In fact I tried all of your linked profiles and the tool says they are all invalid.

Looks like you’re running an older version of the recorder. My profiles were tested with the one that comes with Windows 10 SDK. Indeed, it looks that error occurs when trying to load them into Windows 8.1 SDK tool.

Try the this one instead (attached to this post). And make sure to use “File” logging mode.

2958188–219524–Unity+CPU+MF+DXGI_8.1.zip (6.23 KB)

Ok that one is working. How ironic that I have an older WPR given this thread was about an update to Windows :stuck_out_tongue:

I will record two files one in each colorspace and PM to you momentarily.

We’ve managed to reproduce it locally. It’s being tracked by case 869375. Thank you for providing valuable info!

Excellent. Is that an internal bug tracker number or is this on the public issue tracker? I didn’t see a way to find it by the number.

Both, but it takes a while to appear on the issue tracker. Here it is:

And it’s been fixed internally already, just waiting to get put into one of 5.6 betas.

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Thanks!