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FPS metrics #142
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FPS metrics #142
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} | ||
else | ||
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goodFrames++; |
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Some thoughts:
Should we use long here? And if so, do we need Interlocked.Increment
? And if we do :) does that work everywhere on Unity, like WebGL?
Once we have some transactions being generated (see: #235) we can get back to this PR and add some measurements |
This issue has gone three weeks without activity. In another week, I will close it. But! If you comment or otherwise update it, I will reset the clock, and if you remove the label "A weed is but an unloved flower." ― Ella Wheeler Wilcox 🥀 |
@bitsandfoxes this one soon will make sense? with the new metrics stuff |
@bitsandfoxes with 4.0.0 you could use this now |
I think the name is misleading. Initially, we wanted to have those as mobile vitals. |
Test if we can validate fps:
Metric used here:
Frozen frame issue: Unity has a limit on how big delta time can get to preserve continuity for the player experience. We could work around that by calculating the delta time ourselves -> MeasureDeltaTime()
Things to consider for the metrics:
#skip-changelog