The following table describes the purpose of the counters that the FrameTiming API provides.
FrameTiming API field |
Profiler counterPlaced in code with the ProfilerCounter API to track metrics, such as the number of enemies spawned in your game. More info See in Glossary |
Description |
|---|---|---|
cpuFrameTime |
CPU Total Frame Time | 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. |
cpuMainThreadFrameTime |
CPU Main Thread Frame Time | Active main thread work time. 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 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 without Unity calling the Present() function, calculated as follows:cpuRenderThreadFrameTime = RenderLoop - Gfx.PresentFrame. |
gpuFrameTime |
GPU Frame Time | The time difference 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.