When using FPSChart, thread times seem incorrect.

I used the FPS Chart command in my game, and I am seeing multiple instances where the Frame time (ms) is lower than either the Game thread time (ms) or Render thread time (ms). Perhaps I misunderstand, but this seems wrong to me as the time to output a frame must be higher than the time it took to both calculate and render the frame.

For reference, this was done under an Android OpenGL ES 3.1 build, VSync off, max frame rate set to 300 (averaged around 25 fps), and smooth fps as well as dynamic resolution were disabled.


We’ve recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.