Closed robboerman closed 12 years ago
Hi Rob,
your suggestion is good depending on what you'd like to see in the graph. I'm happy with the idea of milliseconds spent per frame, in its different form (either javascript or RAF). That means more plots per second if more frames can be processed in that second. The framerate counter is definitely a nice addition. Also, adding controls for enabling BBoxes, sound and music could be handy. I think, we could make this plot a dual functioning mode selectable by the user, either show frames per secod, or time spent on each frame.
What do you think ? -ibon
Hi Ibon,
The number of milliseconds is indeed almost the inverse of the framerate. Personally (from a game development point of view) I like the framerate better because it reflects the user experience, it is the user-perceived end-result of all processing. I don't see what the milliseconds spent per frame adds to that when analyzing the speed of the game.
After committing the changes I made some more adjustments because I saw that the debug chart itself takes up too many resources (even on desktop). Therefore the numbers the debug panel is reporting are distorted, much worse than what you would get when not running the debugger (my profiler reported 50% spent in the debug's paint method). Wouldn't it be better to set a refresh interval on the entire debug panel such that it does not redraw (moving the drawn chart back and adding 1 tick) every game frame? Locally I have changed that already and the game is now steadily reporting around 60 fps on my desk top instead of 30 before the change. In that case we should decide what to draw:
What do you think?
Met vriendelijke groet,
Rob Boerman rob@robboerman.com twitter: @robboerman
Op vrijdag 13 januari 2012 (w2), om 12:35 heeft hyperandroid het volgende geschreven:
Hi Rob,
your suggestion is good depending on what you'd like to see in the graph. I'm happy with the idea of milliseconds spent per frame, in its different form (either javascript or RAF). That means more plots per second if more frames can be processed in that second. The framerate counter is definitely a nice addition. Also, adding controls for enabling BBoxes, sound and music could be handy. I think, we could make this plot a dual functioning mode selectable by the user, either show frames per secod, or time spent on each frame.
What do you think ? -ibon
Reply to this email directly or view it on GitHub: https://github.com/hyperandroid/CAAT/pull/24#issuecomment-3478518
Been playing with this info view. Will merge your additions and make some modifications over it.
Hey Ibon, great, looking forward to seeing it.
Any thoughts about reducing the paint overhead of the debugger? Reducing the amount of paint calls really improves the debug load.
Met vriendelijke groet,
Rob Boerman
Op Jan 13, 2012 om 20:01 heeft hyperandroid reply@reply.github.com het volgende geschreven:
Been playing with this info view. Will merge your additions and make some modifications over it.
Reply to this email directly or view it on GitHub: https://github.com/hyperandroid/CAAT/pull/24#issuecomment-3484504
Hey Rob, just pushed some changes to the Debug object. Take a look at the file located at documentation/debug/debug_template.html where you could find the needed html code for the debug object to work. Let me know how it works for you.
-ibon
Hi Ibon,
Great, looks much better! I created another pull request based on your changes to improve it a bit for mobile screens and remove the need for debug markup in your HTML file.
Met vriendelijke groet,
Rob Boerman rob@robboerman.com twitter: @robboerman
Op zaterdag 14 januari 2012 (w2), om 01:01 heeft hyperandroid het volgende geschreven:
Hey Rob, just pushed some changes to the Debug object. Take a look at the file located at documentation/debug/debug_template.html where you could find the needed html code for the debug object to work. Let me know how it works for you.
-ibon
Reply to this email directly or view it on GitHub: https://github.com/hyperandroid/CAAT/pull/24#issuecomment-3488578
To be able to analyse impact of changes to the application and CAAT itself on the user experience I think an accurate framerate counter is needed. Charting the frametime is somewhat less useful to analyse the perceived speed of the application. Especially for mobile deployment framerate analysis is crucial.
Changes: Added framerate counter to Debug panel including minimum and maximum levels Changed stacked frametime chart into framerate chart which is easier to read minor change the RAF chart (plotting from t-0.5 to t