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When running the debug build with the Profiler we're getting a good frame rate that bounces between 55 and 60. When we make a release build the frame rate randomly drops from down to 30 for a few seconds then bolsters up to 60+ then event out again. We're not sure what is causing this. We don't see any issues in the output logs and everything runs fine in the inspector. We've already gone through and set the vsync count to 1 to try and lock it at 60 fps. If anyone can give any suggestions that would be appreciated. We're using Unity 5.3.4f1 on Windows 10.

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If your framerate is fluctuating between 55 & 60, then setting vsync to 1 will cause you to drop to 30 during all those "just a little shy of 60" frames, which is consistent with the symptoms you describe. What do you see if you disable vsync? – DMGregory Aug 1 at 17:54
    
Give me a few minutes to make a new build. – Slayerrcks Aug 1 at 17:55
    
That really helped! I'm seeing a constant 60 I just need to test some more. – Slayerrcks Aug 1 at 18:40
    
This suggests that you're just pushing the device a bit too hard. The hardware can't keep up with a solid 60+ fps, so every so often it drops below 60 and vsync forces it to wait until the next refresh, dropping down to 30 fps. So the fix is to optimise & reduce load on your hardware. Try profiling to see what's taking up most of your frame time during the drops to 30. – DMGregory Aug 1 at 20:10
    
That was the thing. When debugging with the profiler we couldn't get any frame rate drops it ran at a good 55 - 60. In other games we've made the profiler says Gfx.WaitForPresent as whats causing frame rate drops. – Slayerrcks Aug 2 at 0:28

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