To view frame timing data in a Custom 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 module:
The following table describes the purpose of each of the counters that become available when you enable Frame Timing Stats:
Measurement | Description |
---|---|
CPU Total Frame Time (ms) | The total CPU frame time, in milliseconds. Unity calculates this as the time between the ends of two frames, including any overheads or time spent waiting in between frames. |
CPU Main Thread Frame Time (ms) | The time between the start of the frame and the time when the Main Thread finished the work it performed during that frame, in milliseconds. |
CPU Main Thread Present Wait Time (ms) | The CPU time spent waiting for Present() during the frame. |
CPU Render Thread Frame Time (ms) | The time between the start of the work on the Render Thread and when Unity calls the Present() function, in milliseconds. |
GPU Frame Time (ms) | The time difference between the beginning and the end of the GPU rendering a single frame, in milliseconds. |
Use the FrameTimingManager API to access timestamp information. In each variable, the FrameTimingManager records the time a specific event happens during a frame.
The following table shows the values available through the API, in the order that Unity executes them during a frame:
Property | Description |
---|---|
frameStartTimestamp | The CPU clock time when the frame begins. |
firstSubmitTimestamp | The CPU clock time when Unity submits the first job to the GPU during this frame. |
cpuTimePresentCalled | The CPU clock time when Unity calls the Present() function for the current frame. |
cpuTimeFrameComplete | The CPU clock time when the GPU finishes rendering the frame and interrupts the CPU. |
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