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Application.setTargetFramerate different results when Optimized Frame Pacing is used
Reproduction steps:
1. Open the attached project “BugRepro"
2. Open the “Assets/Scenes/SampleScene.unity” scene
3. In the Project settings, Disable Optimized Frame Pacing (menu: Project Settings > Player >Resolution and Presentation > Optimized Frame Pacing)
4. Take notice of the device's Refresh rate
5. Build And Run on Android
6. Observe the actual fps of the app running
7. Enable Optimized Frame Pacing, then repeat steps 5 and 6
Expected result: The behaviour of the fps is the same with or without Optimized Frame Pacing enabled based on the manual https://docs.unity3d.com/ScriptReference/Application-targetFrameRate.html
Actual results:
Reproducible with: 2021.3.41f1, 2022.3.40f1, 6000.0.12f1
Reproducible with these devices:
VLNQA00518 - Google Pixel 4 (Pixel 4), CPU: Snapdragon 855 SM8150, GPU: Adreno 640, OS: 13
VLNQA00414 - Galaxy Note10+ 5G (SM-N976V), CPU: Snapdragon 855 SM8150, GPU: Adreno 640, OS: 9
VLNQA00591 - Samsung Galaxy S23 (SM-S911B), CPU: Snapdragon 8 Gen 2 (SM8550), GPU: Adreno 740, OS: 14
VLNQA00278 - Xiaomi Redmi Note 7 (Redmi Note 7), CPU: Snapdragon 660, GPU: Adreno 512, OS: 9.0.0
VLNQA00139 - Vivo Xplay6 (vivo Xplay6), CPU: Snapdragon 820 MSM8996, GPU: Adreno 530, OS: 7.1.1
Galaxy S22 and S24 (user's)
Testing environment: Windows 11 23H2 (22631.3007), Windows 10 (10.0.19045) 64bit (user’s)
Not reproducible environment: No other environment tested
Notes:
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