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Profiler: Overhead Gfx.WaitForPresent explained
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WaitForTargetFPS: Time spent waiting for the targeted FPS specified by Application.targetFrameRate. The Editor doesn’t VSync on the GPU and instead also uses WaitForTargetFPS to simulate the delay for VSync.
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Gfx.ProcessCommands: This sample on the render thread encompasses all processing of the Rendering commands on the render thread. Some of that time might be spend waiting for VSync or new commands from the main thread, which can be seen from it’s child sample Gfx.WaitForPresent.
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Gfx.WaitForCommands: This sample indicates that the render thread is ready for new commands and might indicate a bottle neck on the main thread.
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Gfx.PresentFrame: This render thread sample is time spend waiting for the GPU to render and present the frame, which might include waiting for VSync.
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Gfx.WaitForPresent: When the main thread is ready to start rendering the next frame, but the render thread has not finished waiting on the GPU to Present the frame. This might indicate that your game is GPU bound. Look at the Timeline view to see if the render thread is simultaneously spending time in Gfx.PresentFrame. If the render thread is still spending time in Camera.Render, your game is CPU bound and e.g. spending to much time sending draw calls/textures to the GPU.
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older info, https://forums.oculus.com/developer/discussion/comment/260638/#Comment_260638