Unity 2019 animator preview window is extremly laggy - performance

I have a model with 30 animations imported to it. When I open the model import settings, It is so leggy that I can't even scroll down to select any of the animations from the list. Event if I select one and play, the animation will play at very low fps. This asset worked perfectly worked with the unity previous versions ( any of 2018 versions). Soon as I upgraded to 2019 it all started. Also I can see that compiling is also very slow. It takes about 30 seconds to play the simplest scene. My laptop is i7 with 8 GB ram and 1080 GTX. Is this normal performance for new Unity ?

This issue was fixed in 2019.2 but than it came back with 2019.3 and with LTS. It is also present in 2020.
Original Issue

Related

MacBook plays video sideways in fullscreen mode after upgrading to macOS Ventura

I have MacBook Pro M1 Max, with two monitors, one 34" as the main monitor and one 24" as the side monitor which I use vertically, after upgrading to macOS Ventura this issue started to appear! When
I tried to watch a video on my main monitor when I switched to full screen, it was showing it sideways!
I'm a software developer so I have multiple browsers, I tried on all of them, and sometimes one was rotating but not the other, but after some time, all were rotating!
I tested Youtube, Amazon Prime, HBO on browsers, and then even the Apple TV app, they all show the videos sideways in fullscreen mode!
But it was happening only on the main monitor, not the side one, not the laptop's internal screen!
Interestingly, the image was showing normal if you moved the mouse pointer on that screen, but as soon as you stopped the mouse, the video go back to the rotated state!
One thing I found out about this was that if you restart the OS, the issue goes away, but after a few times of Sleep/Awake circles, sometimes same day but definitely the next day, it'd come back, and I have to restart the laptop again and again!
SOLVED!
It was frustrating! I called Apple support, and first, they offered to restart the OS and boot in Safe Mode and see if this happens in that mode too, I tried and it was happening in Safe Mode too!
Then the next solution was to reinstall the OS, so I backed up the data as a precaution and reinstalled the macOS Ventura, and it worked the issue has gone away!
So I leave the issue and solution here for future reference.
Here is the link to Apple Support for reinstalling the OS:
https://support.apple.com/en-us/HT204904

icon / text size too big in Design View in visual studio

I'm using visual studio C# and have a weired problem, i closed the IDE and open it in again the next day and now the design view the icons and text become oversized like the screenshot below but when i run the the App the icon/text has normal size
Even when i open an old project i got an oversized button/text.
I was able to overcome this problem two times by installing an update of the software when it's available. but now the same problem happened but unfortunately there is no software update available.
Thanks,
I had a 4k screen connected to my computer along with my 2 1080p main screens.
i uplugged the 4k screen calbe and i restarted visual studio and it seems working. the text/button .. are back to normal.
it's weired because the 4K screen is disabled inside my windows OS.

OBS - black screen while capturing display

I have a problem with OBS. I'd like to make tutorials how to do programming, teach people basics & show them, for example, how to write neural network in Java (without any ML libraries) but in order to do so, it would be great to show them my presentation about it and other windows, so recording full screen is needed (I know I could keep switching windows but it's faster and easier to display full screen). When I added the source "capture screen" the captured screen is black but audio works. I've tried to solve this problem and I went through many tutorials (like 15 or smth) and nothing has helped. I've also added a new thread in OBS Official Forum but nobody has responded. My OBS version is 25.0.4. Here is what I've tried:
- I ran the program as an administrator
- I have reinstalled it (with deleting all files and settings ~ no leftovers)
- In Nvidia Control Panel in 3D Settings I've selected OBS Studio and changed graphic processor to an integrated graphic (also tried dedicated graphic and global choice - nothing worked)
- In GForce Experience I disabled sharing
- Couple times I've restarted the computer and OBS (after any change I've done)
- I ran the OBS in compatibility mode with Windows 8 (and I've tried Windows build-in troubleshooting option)
- I ran OBS with an integrated graphic from a desktop
What I've discovered is the capturing specific window works perfectly, the problem occurs only with capturing full screen.
I have no idea what to do, please help me.
Here is what I see:
It looks like OBS just "can't see" screen, I use only one screen by the way
Black screen
though single-window capturing works perfectly
5
OBS Settings vol.1
OBS Settings vol.2
Logs:
https://obsproject.com/logs/NMexpZp-b4nXDxLl
Specifications of my computer:
I use a laptop - MSI GF 63 8RC
- Intell Core i5 8300H
- GForce GTX 1050 (actualizations are installed) 4GB VRAM
- Windows 10 Home, 64bit (updated to version 1909)
- 16GB RAM
- FHD Screen (1920x1080)
You will need to change the Graphic for this app to integrated graphic
I had the same problem in the virtual machine And I solved it this way go to virtual machine setting
in display section uncheck Accelerate 3D graphics
The problem was solved and the recording was done correctly.

Cocoa OpenGL unlocked framerate

I want to be able to run my game without a locked framerate (currently 60 fps). The only way that I have found to run the animation is with a NSTimer. Is there a way to have an unrestricted framerate in Cocoa. If so, a link or a code snippet would help greatly.
If you really want to do this, you might need to use the CGL interface. In a valid GL context, CGLGetCurrentContext returns an (opaque) context object. CGLSetParameter can be used to set a value for the kCGLCPSwapInterval parameter. A value of (0) disables waiting for vsync.
This enabled me to get around ~700 frames per second on my MacBook Pro
Download Graphics Tools for Xcode - Late August 2014
Install or just mount Graphic Tools
Open Quartz Debug
Go to Tools -> Show Beam Sync Tools
Select Disable Beam Synchronization
It is not permanent either, perfect for testing/benchmarking.
Source
The Quartz debugger in Xcode 11 (version 4.2) moved this to:
Tools->Quartz Debug Settings->Enable Vertical Sync

Jerky Silverlight 4 animations when running app in OOB

I was playing with new Silverlight 4 and to my surprise when I run my sample application in OOB all animations become very jerky when I moved mouse around during animations, but when I run my app in browser animations are smooth even when moving mouse around.
I tried my app on two different computers, turned on GPU acceleration in OOB settings - and got the same jerky result.
Is this a know problem with Silverlight?
I'm running WinXP SP3
UPDATE: Tested on 3 Windows 7 machines - no issues at all (running in OOB and in browser), tested additional 5 WinXP SP3 machines - 100% reproducible problem on any Silverlight 4 app running in OOB
Turning on "Enable GPU acceleration in Out of Browser" isn't enough. That setting works in tandem with .CacheMode property, which must be set on all elements (or a top-level element) whose rendered bitmap will be sent to the GPU.
From there, the GPU can hardware accelerate rotations, scalings, opacities, clipping. If your animation does any of that, you'll need to set element.CacheMode = "BitmapCache" on the top level element you are animating.
Again, you'll need to turn on the "enable GPU acceleration" for this to work.
If either step is missing, you won't get GPU accelerated.
A couple of caveats for hardware acceleration:
Pixel shaders and perspective transforms are not HW accelerated last I checked.
HW acceleration works on XP, but requires that you have a video card from NVidia, ATI, or Intel, and the driver date must be post Nov 2004. Anything less and nothing will be accelerated.
I recommend reading MSDN's article on hardware acceleration.

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