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feat(stats): Add 1% low FPS tracking #2661
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feature/fps-1percent-low-hud
githubawn c062022
fix if style violations
githubawn a303d26
Refactor performance monitoring into smaller SRP methods.
githubawn 514a311
vc6 fix in W3DDisplay static constexpr
githubawn 62076ac
vc6 fix for W3DDisplay Int i;
githubawn ecd3596
Format if-bodies to separate lines for style.
githubawn 512ece6
change sampleCount from 99 to 50
githubawn 62978ac
add icons and slightly brighten lowfps display
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I think this number needs evaluation but I would like input from others.
As it stands, 5000 samples in three Real arrays require 60 kB in memory - just for the FPS trackers.
I think the question should be: given 3 seconds timeframe for the 1% low FPS, At what 3-second average FPS is the low fps no longer relevant. Say you average 300 fps, what is the chance that the 1% is so low that it is still relevant as a performance metric. If 300 fps is the upper bound, only 900 samples need to be stored. That's only 18% of the memory needed compared to the current setting.
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It's pretty common to see 300 average fps and 30 fps lows in this game in large skirmish matches even on vs2022 non-retail.
But definitely would like to hear multiple inputs for this number.
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The implementation approach is fine, but the data size requirements for the fps counters are outrageous.
I inquired a bit with Chat Gippy and it would be possible to reduce size requirements by quantizing samples and moving intermediate samples into timed buckets.
Here is a sample FrameBucket with avg and min frame time, stored in 2 bytes each, with a resolution of 16 micro seconds.
And then we move these FrameBuckets into a time based array.
Sample implementation:
This data organization approach uses just 1200 bytes at most. Bucket intervals could also be longer for even less size.
It loses value accuracy. It optimizes for speed over accuracy.
However, your current implemention would perhaps be more efficient at low frame rates, because less values need reading at small frame counts. I do like that aspect, because low fps runtimes need to do less.
I suggest to look into this more how to find a good balance between size,speed and accuracy. There are many options here.