头朝上显示性能
2016-05-01 11:33
387 查看
头朝上显示性能能使你或你的用户观看到使用SDK构建的应用的性能信息。
性能HUD屏幕是由合成器渲染的,它能使它们用一个单一SDK调用来显示。在Oculus调试工具或者OculusWorldDemo中,你能开关性能HUD屏幕通过F11键。
性能摘要
性能摘要HUD显示应用的帧率和未使用的有效的硬件性能。你或你的用户可以使用HUD调整一个应用的模拟器和图像保真度。因为用户不能不使用V-Sync,它被用来测量性能代替一个帧率计数。它也是有用的为解决问题是否跟应用或硬件有关。
下面的屏幕截图显示了性能摘要HUD:
下面的表描述每个度量标准:
延迟计时
延迟计时HUD显示app到中间光子,时间异常到光子开始,和时间异常到光子开始绘图。
下面的截图显示延迟时间HUD:
下面的表描述每个度量标准:
Latency Timing HUD
应用渲染时间
应用渲染时间HUD显示应用指定的渲染时间信息。
下面的截图显示应用渲染时间HUD:
下面的表描述每个度量标准:
Application Render Timing HUD
合成器渲染时间
合成器渲染时间HUD显示Oculus运行时合成器的渲染时间信息。Oculus合成器应用失真和时间异常到VR应用提供的层眼纹理。
下面的截图显示合成器渲染时间HUD:
下面的表描述每个度量标准:
Compositor Render Timing HUD
版本信息
版本信息HUD显示HMD的信息和用于创建应用的SDK的版本。
下面的截图显示版本信息HUD:
下面的表描述每个信息:
性能HUD屏幕是由合成器渲染的,它能使它们用一个单一SDK调用来显示。在Oculus调试工具或者OculusWorldDemo中,你能开关性能HUD屏幕通过F11键。
性能摘要
性能摘要HUD显示应用的帧率和未使用的有效的硬件性能。你或你的用户可以使用HUD调整一个应用的模拟器和图像保真度。因为用户不能不使用V-Sync,它被用来测量性能代替一个帧率计数。它也是有用的为解决问题是否跟应用或硬件有关。
下面的屏幕截图显示了性能摘要HUD:
下面的表描述每个度量标准:
Metric | Description |
---|---|
App Motion-to-Photon Latency | Latency from when the last predicted tracking information was queried by the application using ovr_GetTrackingState() to when the middle scanline of the target frame is illuminated on the HMD display. This is the same information provided by the Latency Timing HUD. |
Unused performance | Designed to help the user verify that the PC is powerful enough to avoid dropping frames, this displays the percentage of available PC performance not used by the application and compositor. This is calculated using the CPU and GPU time tracked by the Application Render Timing HUD divided by the native frame time (inverse of refresh rate) of the HMD. Note: As GPU utilization approaches 100%, adaptive queue ahead will choose an earlier render start point. If this start point overlaps with the compositor process in the previous frame, the performance will appear spiky. If you start to lower utilization, the graph will show an initial drop before becoming more linear. |
Application Frames Dropped | Increments each time the application fails to submit a new set of layers using ovr_SubmitFrame() before the compositor is executed before each V-Sync (Vertical Synchronization). This is identical to App Missed Submit Count in the Application Render Timing HUD. |
Compositor Frames Dropped | Increments each time the compositor fails to present a new rendered frame at V-Sync (Vertical Synchronization). This is identical to Compositor Missed V-Sync Count in the Compositor Render Timing HUD. |
延迟计时HUD显示app到中间光子,时间异常到光子开始,和时间异常到光子开始绘图。
下面的截图显示延迟时间HUD:
下面的表描述每个度量标准:
Metric | Description |
---|---|
App Tracking to Mid-Photon | Latency from when the app called ovr_GetTrackingState() to when the target frame eventually was shown (i.e.illuminated) on the HMD display - averaged mid - point illumination |
Timewarp to Mid-Photon | Latency from when the last predictied tracking info is fed to the GPU for timewarp execution to the point when the middle scanline of the target frame is illuminated on the HMD display |
Flip to Photon - Start | Time difference from the point the back buffer is presented to the HMD to the point the target frame's first scanline is illuminated on the HMD display |
应用渲染时间HUD显示应用指定的渲染时间信息。
下面的截图显示应用渲染时间HUD:
下面的表描述每个度量标准:
Metric | Description |
---|---|
App Missed Submit Count | Increments each time the application fails to submit a new set of layers using ovr_SubmitFrame() before the compositor is executed and before each V-Sync (Vertical Synchronization). |
App Frame-rate | The rate at which application rendering calls ovr_SubmitFrame(). It will never exceed the native refresh rate of the HMD as the call to ovr_SubmitFrame() throttles the application's CPU execution as needed. |
App Render GPU Time | The total GPU time spent on rendering by the client application. This includes the work done by the application after returning from ovr_SubmitFrame(), using the mirror texture if applicable. It can also includes GPU command-buffer "bubbles" if the application's CPU thread doesn't push data to the GPU fast enough to keep it occupied. Similarly, if the app pushes the GPU close to full-utilization, the work on next frame (N+1) might be preempted by the compositor's render work on the current frame (N). Because of how the application GPU timing query operates, this can lead to artificially inflated application GPU times as they will start to include the compositor GPU usage times. |
App Render CPU Time | The time difference from when the application continued execution on CPU after ovr_SubmitFrame() returned the subsequent call to ovr_SubmitFrame(). This will show "N/A" if the latency tester is not functioning as expected (e.g., HMD display is sleeping due to prolonged inactivity). This includes the IPC call overhead to the compositor after ovr_SubmitFrame() is called by the client application. |
App Queue Ahead Time | To improve CPU and GPU parallelism and increase the amount of time that the GPU has to process a frame, the SDK automatically applies queue ahead up to 1 frame. This value displays the amount of queue ahead time being applied (in milliseconds). For more information about adaptive queue ahead, see Adaptive Queue Ahead. |
合成器渲染时间HUD显示Oculus运行时合成器的渲染时间信息。Oculus合成器应用失真和时间异常到VR应用提供的层眼纹理。
下面的截图显示合成器渲染时间HUD:
下面的表描述每个度量标准:
Metric | Description |
---|---|
Compositor Missed V-Sync Count | Increments each time the compositor fails to present a new rendered frame at V-Sync (Vertical Synchronization). |
Compositor Frame-rate | The rate of the final composition; this is independent of the client application rendering rate. Because the compositor is always locked to V-Sync, this value will never exceed the native HMD refresh rate. But, if the compositor fails to finish new frames on time, it can drop below the native refresh rate. |
Compositor GPU Time | The amount of time the GPU spends executing the compositor renderer. This includes TimeWarp and distortion of all layers submitted by the application. The amount of active layers, their resolutions, and the requested sampling quality can all affect the GPU times. |
版本信息HUD显示HMD的信息和用于创建应用的SDK的版本。
下面的截图显示版本信息HUD:
下面的表描述每个信息:
Name | Description |
---|---|
OVR SDK Runtime Ver | Version of the currently installed runtime. Every VR application that uses the OVR SDK since 0.5.0 uses this runtime. |
OVR SDK Client DLL Ver | The SDK version that the client app was compiled against. |
HMD Type | The type of HMD. |
HMD Serial | The serial number of the HMD. |
HMD Firmware | The version of the installed HMD firmware. |
Sensor Serial | The serial number of the positional sensor. |
Sensor Firmware | The version of the installed positional sensor firmware. |
相关文章推荐
- 安装Composer 步骤
- UIButton、UITextField、UISlider、UISwitch、UISegmentedControl
- 批量修改有那么简单吗?
- 两分钟看懂空格替换
- C#序列化和反序列化综合案例
- 两分钟看懂空格替换
- 如何在CentOS 7中添加新磁盘而不用重启系统
- 手把手教您扩展虚拟内存
- hiho#1032 : 最长回文子串 (manacher算法O(n)时间求字符串的最长回文子串 )
- Cordova页面加载外网图片失败,Refused to load the image
- Android Studio Subversion 版本异常报错
- HttpClient用于https交互
- 【一天一道LeetCode】#34. Search for a Range
- 【一天一道LeetCode】#34. Search for a Range
- 用同文输入法,实现五笔双键布局
- 让一个平淡无奇的网站盈利你需要这五个主意
- iOS下使用FFMPEG
- [系统运维]进程的守护神 - Supervisor
- bat判断window服务是否存在
- [C++]实现--讨论关于实现中可能出现的问题