In-game performance view (FPS graph on back of right hand)

Aperta
#495 0 commenti 0 reazioni 0 assegnatari Vedi su GitHub

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Valutazione

Difficoltà
5/5
Tempo stimato
Più di una settimana
Idoneità per principianti
25/100
Tipo di issue
Funzionalità
Chiarezza
Da chiarire
Stato di attività
Attiva
Stack tecnologico
csharp, unity

Direzione di ricerca

Start by reviewing the existing Core services, VR hand adapters, and toggle configuration entry points; the issue does not name specific files or tests. Agree on the metrics and toggle location first, then collect frame timing data and build the wrist view. Done means the agreed view and toggle work, and its cost has been checked on Quest 2.

Scritto dal modello di indicizzazione a partire dal testo della issue.

Descrizione

feature

Description

Should we have an in-game performance view for VR? Today, checking performance in the headset means the Unity Profiler, OVR Metrics Tool or log files. A small widget in the game would let testers see slowdowns where they happen (camps, world loading, fights) and give better reports, e.g. for #230.

Idea: a small panel on the back of the right hand, a bit like a smartwatch. Turn your wrist and you see it; in normal play it stays out of view.

Content (kept small so it's readable at arm's length):

  1. FPS graph over time: a sparkline of the last ~10 s, with a line at the target refresh rate (72/90 Hz). Current, min and avg values as text.
  2. CPU / GPU frame time (ms): shows which side is the bottleneck. Unity's FrameTimingManager provides this on Quest/Pico and PC.
  3. (optional) Active NPCs / loaded VOBs: our most likely hotspot (see #230), so we can link a drop to what's around.

Other options instead of 3: memory used (managed + native), or draw calls / batches.

Open questions
  • Where should the toggle live: Marvin menu, DeveloperConfig, or a game setting so players can use it too?
  • Should Flat mode get the same view as a screen overlay?
  • Update rate: the graph should be cheap. Redraw a few times per second instead of every frame, and avoid allocations so the widget doesn't skew the numbers on Quest 2.

TODOs

  • Agree on content and toggle location
  • Collect frame data in a Core service (ring buffer, no per-frame allocations)
  • VR adapter: panel attached to the right-hand back, visible when the wrist is turned towards the camera
  • Hook up the toggle (Marvin / DeveloperConfig)
  • Check the widget's own cost on Quest 2
Lingua principale
C#
Stelle
33
Fork
1
Merge medio
1g 21h
PR unite (30g)
56

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