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

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Avaliação

Dificuldade
5/5
Tempo estimado
Mais de uma semana
Facilidade para iniciantes
25/100
Tipo de issue
Funcionalidade
Clareza
Precisa de esclarecimento
Status de atividade
Ativa
Stack de tecnologia
csharp, unity
Domínio
game-dev, performance

Direção de pesquisa

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.

Escrita pelo modelo de indexação a partir do texto da issue.

Descrição

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
Linguagem predominante
C#
Estrelas
33
Forks
1
Merge médio
1d 21h
PRs com merge (30d)
56

Preparar o ambiente

Primeiros passos

  1. Leia a issue inteira e depois o guia de contribuição do projeto.
  2. Comente na issue dizendo que vai assumir — evita que duas pessoas façam o mesmo trabalho.
  3. Faça um fork do repositório e trabalhe em uma branch.
  4. Abra um pull request que referencie o número da issue.

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