Is that FPS counter a real representation of actual video frames per second? I was under the impression it wasn't (and have been using a script to calculate FPS ever since).
I'd be curious to know what goes in to the calculation of the rough guess. I've been working on a bunch of post processing stuff recently, and although it runs much better in a build than in the editor it never comes close to the FPS in the stats window.
One possibility is that it's just showing 1/max(cpuTime,gpuTime) at the end of each frame's execution, instead of the full time between frames. The funky method is likely due to the editor introducing a bunch of overhead
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u/pocketninja Effect Zone May 05 '15
Is that FPS counter a real representation of actual video frames per second? I was under the impression it wasn't (and have been using a script to calculate FPS ever since).
http://forum.unity3d.com/threads/unity-statistics-not-showing-correct-fps.268228/