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Thank you for reporting an issue to Unity. We have reviewed the issue carefully, and in this case the team is unable to prioritize changing this implementation detail. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the reported issue may be available. Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.
Reproduction steps:
1. Open the attached project "ReproProj"
2. In File > Build Settings tick Developer Build and Autoconnect Profiler
3. Build And Run for Windows Standalone Platform
4. In the Profiler's Hierarchy tab search for “EntitiesGraphicsSystem” and observe its Time ms
5. Search for “RenderPipelineManager.DoRenderLoop_Internal()” and observe its Time ms
6. Build And Run on Android
7. Repeat steps 4 and 5
Expected result: Default World Unity.Rendering.EntitiesGraphicsSystem Time is less than 1 ms and RenderPipelineManager.DoRenderLoop_Internal() is 1 ms
Actual result: Default World Unity.Rendering.EntitiesGraphicsSystem Time is 2.69 ms and RenderPipelineManager.DoRenderLoop_Internal() is 1.34 ms
Reproducible with: 1.0.8 (2022.3.3f1), 1.0.11 (2022.3.3f1)
Testing environment: Windows 10 Enterprise 21H2
Notes:
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