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group2 0.1.0
CSE 125 Group 2
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Per-frame phase-time breakdown. More...
Public Attributes | |
| float | total = 0.0f |
| float | input = 0.0f |
| float | networkPoll = 0.0f |
| float | physics = 0.0f |
| float | animation = 0.0f |
| ozz pose + skin matrix + hitbox. | |
| float | skinPaletteBuild = 0.0f |
| Frustum cull + palette + instance build. | |
| float | entityCmds = 0.0f |
| Renderable + 3p weapon list build. | |
| float | particles = 0.0f |
| float | imgui = 0.0f |
| float | drawFrame = 0.0f |
| Renderer drawFrame (CPU + GPU acquire). | |
| float | drawAcquire = 0.0f |
| float | drawRecord = 0.0f |
| float | drawSubmit = 0.0f |
Per-frame phase-time breakdown.
Captured every frame in bench mode, then the slowest 10 frames' breakdowns are dumped at exit so we can attribute p1/p5 spikes to specific subsystems (e.g. "the spike was a drawFrame stall waiting for the swapchain" vs "an animation-update burst hit several chars at once").
| float Game::FrameSectionMs::animation = 0.0f |
ozz pose + skin matrix + hitbox.
| float Game::FrameSectionMs::drawAcquire = 0.0f |
| float Game::FrameSectionMs::drawFrame = 0.0f |
Renderer drawFrame (CPU + GPU acquire).
| float Game::FrameSectionMs::drawRecord = 0.0f |
| float Game::FrameSectionMs::drawSubmit = 0.0f |
| float Game::FrameSectionMs::entityCmds = 0.0f |
Renderable + 3p weapon list build.
| float Game::FrameSectionMs::imgui = 0.0f |
| float Game::FrameSectionMs::input = 0.0f |
| float Game::FrameSectionMs::networkPoll = 0.0f |
| float Game::FrameSectionMs::particles = 0.0f |
| float Game::FrameSectionMs::physics = 0.0f |
| float Game::FrameSectionMs::skinPaletteBuild = 0.0f |
Frustum cull + palette + instance build.
| float Game::FrameSectionMs::total = 0.0f |