Unity Issue Tracker - FrameTimingManager reports GPU time as if it had VSync wait time included when using DX11
Closed
UUM-45863
FrameTimingManager reports GPU time as if it had VSync wait time included when using DX11
Unity: DirectX11
Won't Fix
6.0.X
2023.3.X
2023.2.X
2023.1.X
2022.3.X
Cancelling this 2023.2 tech release issue since the support for this release has come to end of life. Cancelling this 2023.2 port case does not affect any LTS or Unity 6 Beta/Preview that remain open.
Closing, as this Unity version will no longer be getting updates.
Reproduction steps:
1. Open the attached “Repro” project
2. Open the “Assets/Scenes/SampleScene.unity” Scene
3. Make sure the “Graphics API for Windows” is set to “Direct3D11” by dragging it to the top of the list (Edit > Project Settings > Player > Other Settings > Rendering)
4. Build And Run the project (File > Build And Run)
5. Observe the GPU and CPU time in the Player
Expected result: GPU time is noticeably lower than CPU time (using 60 Hz monitor: GPU time is ~1 ms and CPU time is ~16.66 ms)
Actual result: GPU time is +- equal to the CPU time (using 60 Hz monitor: GPU time is ~16.66 ms and CPU time is ~16.66 ms)
Reproducible with: 2022.3.7f1, 2023.1.9f1, 2023.2.0b5
Couldn’t test with: 2021.3.29f1 (The FrameTimingManager reports CPU and GPU times as 0 when using DX11)
Reproducible on: Windows 10 Pro (22H2)
Not reproducible on: No other environment tested
Note:
“VSync Count” has to be set to “Every V Blank” for the reproduction (Edit > Project Settings > Quality > Rendering)
The issue is only reproducible on Direct3D11, on Direct3D12 the reported GPU time is 1ms (as expected)
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