 |
bool |
bBinThisFrame |
Should this frame be considered for histogram generation (controlled by t.FPSChart.MaxFrameDeltaSecsBeforeDiscarding) |
 |
bool |
bGameThreadBound |
Was this frame bound in one of the major functional units (only set if bBinThisFrame is true and the frame was longer than FEnginePerformanceTargets::GetTargetFrameTimeThresholdMS) |
 |
bool |
bGPUBound |
|
 |
bool |
bRenderThreadBound |
|
 |
bool |
bRHIThreadBound |
|
 |
double |
DeltaSeconds |
Estimate of how long the last frame was (this is either TrueDeltaSeconds or TrueDeltaSeconds - IdleSeconds, depending on the cvar t.FPSChart.ExcludeIdleTime) |
 |
double |
DemoDriverTickFlushTimeSeconds |
Duration of the replay networking portion of the frame. |
 |
double |
DynamicResolutionScreenPercentage |
Dynamic resolution screen percentage. 0.0 if dynamic resolution is disabled. |
 |
uint32 |
FlushAsyncLoadingCount |
Total number of times FlushAsyncLoading() was called this frame. |
 |
double |
FlushAsyncLoadingTime |
Total time spent flushing async loading on the game thread this frame. |
 |
double |
GameDriverTickFlushTimeSeconds |
Duration of the primary networking portion of the frame (that is, communication between server and clients). |
 |
double |
GameThreadTimeSeconds |
Duration of each of the major functional units (GPU time is frequently inferred rather than actual) |
 |
double |
GPUTimeSeconds |
|
 |
EFrameHitchType |
HitchStatus |
Did we hitch? |
 |
double |
IdleOvershootSeconds |
How long did we burn idling beyond what we requested this frame (FApp::GetIdleTimeOvershoot). WaitTime we requested for the frame = IdleSeconds - IdleOvershootSeconds. |
 |
double |
IdleSeconds |
How long did we burn idling until this frame (FApp::GetIdleTime) (e.g., when running faster than a frame rate target on a dedicated server) |
 |
double |
RenderThreadTimeSeconds |
|
 |
double |
RHIThreadTimeSeconds |
|
 |
uint32 |
SyncLoadCount |
The number of sync loads performed in this frame. |
 |
double |
TrueDeltaSeconds |
Time elapsed since the last time the performance tracking system ran. |