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CPU time is much lower on a second run in 3D benchmarks, which indicates an issue with shader compilation times being counted in CPU time. See #22 (comment) where this was originally reported.
This may be an engine issue, but I'm not sure if it can be fixed within the engine. So we may have to work around this issue in the benchmarks project, e.g. by ignoring more frames at the beginning of the benchmark run.
The text was updated successfully, but these errors were encountered:
CPU time is much lower on a second run in 3D benchmarks, which indicates an issue with shader compilation times being counted in CPU time. See #22 (comment) where this was originally reported.
This may be an engine issue, but I'm not sure if it can be fixed within the engine. So we may have to work around this issue in the benchmarks project, e.g. by ignoring more frames at the beginning of the benchmark run.
The text was updated successfully, but these errors were encountered: