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FPS metrics #142

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FPS metrics #142

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bitsandfoxes
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@bitsandfoxes bitsandfoxes commented May 5, 2021

Test if we can validate fps:

Metric used here:

  • Good frames ( < 20ms )
  • Bad frames ( > 20ms but not yet frozen)
  • Frozen frames

Frozen frame issue: Unity has a limit on how big delta time can get to preserve continuity for the player experience. We could work around that by calculating the delta time ourselves -> MeasureDeltaTime()
Things to consider for the metrics:

  • How often did the game get frozen
  • How long was is frozen for

Screenshot 2021-05-05 at 10 37 48
#skip-changelog

@bitsandfoxes bitsandfoxes requested a review from bruno-garcia May 5, 2021 08:54
}
else
{
goodFrames++;
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Some thoughts:
Should we use long here? And if so, do we need Interlocked.Increment? And if we do :) does that work everywhere on Unity, like WebGL?

@bitsandfoxes bitsandfoxes self-assigned this Jun 4, 2021
@bitsandfoxes bitsandfoxes changed the title POC: FPS metric FPS metrics Jun 14, 2021
@bruno-garcia
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Once we have some transactions being generated (see: #235) we can get back to this PR and add some measurements

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@getsantry getsantry bot added the Stale label Oct 18, 2023
@bruno-garcia
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@bitsandfoxes this one soon will make sense? with the new metrics stuff

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@bitsandfoxes with 4.0.0 you could use this now

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@bitsandfoxes with 4.0.0 you could use this now

I think the name is misleading. Initially, we wanted to have those as mobile vitals.

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2 participants