The following table describes the purpose of the counters that the FrameTiming API provides.
| FrameTiming API field | ProfilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating, or in your game logic. More info See in Glossary counter |
Description |
|---|---|---|
cpuFrameTime |
CPU Total Frame Time | The total CPU frame time, in nanoseconds. Unity calculates this as the time between the ends of two frames, including any overheads or time spent waiting between frames. |
cpuMainThreadFrameTime |
CPU Main Thread Frame Time | Active main thread work time in nanoseconds. This is the PlayerLoop time without the time the main thread was waiting for the VSync or render thread to finish its work, calculated as follows:cpuMainThreadFrameTime = PlayerLoop - GfxDevice.WaitForRenderThread - Gfx.WaitForPresentOnGfxThread - WaitForTargetFPS
|
cpuMainThreadPresentWaitTime |
N/A | The CPU time in nanoseconds spent waiting for the frame presentation or VSync during the frame, calculated as follows:cpuMainThreadPresentWaitTime = Gfx.WaitForPresentOnGfxThread + WaitForTargetFPS. |
cpuRenderThreadFrameTime |
CPU Render Thread Frame Time | Active Render Thread work time in nanoseconds without Unity calling the Present() function, calculated as follows:cpuRenderThreadFrameTime = RenderLoop - Gfx.PresentFrame. |
gpuFrameTime |
GPU Frame Time | The time difference in nanoseconds between the beginning and the end of the GPU rendering a single frame. |
The following diagram visualizes the relationships between FrameTiming and the Profiler frame data.