Hey @James
So a bit more digging, here is what I’ve done so far -
In a clean scene I have a timeline version of the clip and a play on awake plus a sphere doing some ping pong lerping to test for performance.
Each clip is on the lowest settings, low mesh density, disabled any filtering, and downscale is low.
Profiling -
Run the play on awake clip, I get between 60 - 70 fps. Looking at the profiler everything is happy.
Then switch to the Timeline version - fps drops to around 15-30~, I get big spikes in the editorloop in the profiler (30 - 60ms). And the clip is stuttering, etc
Building to iOS (ARKIT) running on an iPhone12ProMax, play on awake version is running smoothly, timeline I get the same stutter results.
I can run the timeline sequence on my PC but that has a A4000 graphics card so wouldn’t be surprised! So my guess is that there is something on the graphics side on the macbook pro / iOS that doesn’t have enough GPU processing power to run via timeline.
I’ll trail the AVPro free version and see if I get any issues there.