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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{};

See also

See also