diff --git a/.github/workflows/test-audience-sample-app.yml b/.github/workflows/test-audience-sample-app.yml index 1e0be9918..b6bfe0766 100644 --- a/.github/workflows/test-audience-sample-app.yml +++ b/.github/workflows/test-audience-sample-app.yml @@ -540,7 +540,7 @@ jobs: # Why a tiny screen: the per-frame fragment-shader cost on # mesa-llvmpipe scales with pixel count. 1280x720 = 0.92M - # px per frame; 320x240 = 0.08M px - a 12x reduction in + # px per frame; 160x120 = 0.02M px - a 48x reduction in # software-rendered fill work, which is the dominant cost # on Unity 6 Linux. UI Toolkit lays out fine on this size # because the test never asserts on rendered pixel content, @@ -552,13 +552,13 @@ jobs: # carries the negotiation overhead. -force-glcore tells the # player to skip Vulkan entirely and open a GLX context # directly, the same path Unity 2021.3 takes by default. - xvfb-run -a --server-args="-screen 0 320x240x24 -ac +extension GLX +render -noreset" -- \ + xvfb-run -a --server-args="-screen 0 160x120x24 -ac +extension GLX +render -noreset" -- \ unity-editor \ -batchmode \ -force-glcore \ -screen-fullscreen 0 \ - -screen-width 320 \ - -screen-height 240 \ + -screen-width 160 \ + -screen-height 120 \ -projectPath /github/workspace/examples/audience \ -runTests \ -testPlatform StandaloneLinux64 \