Struct PerformanceAssessment
Performance assessment of Remote Rendering statistics. See RenderingConnection.QueryServerPerformanceAssessmentAsync.
struct Microsoft::Azure::RemoteRendering::PerformanceAssessment
Fields
TimeCpu
Average CPU time per frame in milliseconds.
Microsoft::Azure::RemoteRendering::PerformanceInformation TimeCpu{};
TimeGpu
Average GPU time per frame in milliseconds.
Microsoft::Azure::RemoteRendering::PerformanceInformation TimeGpu{};
UtilizationCpu
Total CPU utilization in percent on the server host machine.
Microsoft::Azure::RemoteRendering::PerformanceInformation UtilizationCpu{};
UtilizationGpu
Total GPU utilization in percent on the server host machine.
Microsoft::Azure::RemoteRendering::PerformanceInformation UtilizationGpu{};
MemoryCpu
Total main memory utilization in percent on the server host machine.
Microsoft::Azure::RemoteRendering::PerformanceInformation MemoryCpu{};
MemoryGpu
Total dedicated video memory utilization in percent of the server GPU.
Microsoft::Azure::RemoteRendering::PerformanceInformation MemoryGpu{};
NetworkLatency
Approximate average round-trip network latency in milliseconds.
The value is computed by subtracting actual server rendering time from FrameStatistics.LatencyPoseToReceive. While this approximation is not accurate, it gives some indication of the network latency isolated from the latency values computed on the client.
Microsoft::Azure::RemoteRendering::PerformanceInformation NetworkLatency{};
See also
PolygonsRendered
Number of triangles rendered in one frame.
This number also includes the triangles that are culled during rendering. That means, this number does not vary a lot across different camera positions, but the performance on the other hand may vary a lot, depending on the triangle culling rate.
Microsoft::Azure::RemoteRendering::PerformanceInformation PolygonsRendered{};
See also
PointsRendered
Number of points rendered in one frame.
This number also includes the points that are culled during rendering. That means, this number does not vary a lot across different camera positions, but the performance on the other hand may vary a lot, depending on the points culling rate.
Microsoft::Azure::RemoteRendering::PerformanceInformation PointsRendered{};