RenderCPUTime# ( )
Parameters
| None. |
Description
|
Returns the CPU milliseconds spent preparing and submitting the last completed frame. RenderCPUTime isolates the renderer's share of the processor: walking the scene, sorting, skinning on the CPU where needed, filling buffers and issuing the frame's draw calls. It deliberately excludes time spent waiting for VSync or a frame limiter, and it excludes your own game logic. That makes the comparison with FrameTime the useful move. A 30 ms FrameTime with a 3 ms RenderCPUTime says the frame is going somewhere other than render submission - usually your BASIC code, or simply pacing. A RenderCPUTime that rises with the number of entities points at scene complexity: consider fewer visible entities, instancing-friendly setups, or LOD. Read it after RenderWorld and Flip; it describes the most recently completed frame. It returns -1 before the renderer exists (call Graphics3D first). Pair it with RenderGPUTime to decide whether the processor or the graphics card is the bottleneck. Requires Extended mode. See also: RenderGPUTime, FrameTime, RenderTriangles, DrawRenderStats. |
Example
; RenderCPUTime Example ; --------------------- ; Requires Extended mode. Graphics3D 640,480,0,2 SetBuffer BackBuffer() camera=CreateCamera() PositionEntity camera,0,3,-14 light=CreateLight() RotateEntity light,45,45,0 ; An asteroid ring the player can switch off to lighten the renderer's work hub=CreatePivot() Dim rocks(29) For n=0 To 29 rocks(n)=CreateSphere(24) ScaleEntity rocks(n),0.6,0.6,0.6 PositionEntity rocks(n),6*Cos(n*12),2*Sin(n*47),6*Sin(n*12) EntityParent rocks(n),hub EntityColor rocks(n),130,120,110 Next heavy=True While Not KeyDown(1) ; Space toggles the asteroid ring on and off If KeyHit(57) Then heavy=Not heavy For n=0 To 29 If heavy Then ShowEntity rocks(n) Else HideEntity rocks(n) Next EndIf TurnEntity hub,0,0.5,0 ; Arrow keys move the camera If KeyDown(200) Then MoveEntity camera,0,0,0.1 If KeyDown(208) Then MoveEntity camera,0,0,-0.1 If KeyDown(203) Then TurnEntity camera,0,1,0 If KeyDown(205) Then TurnEntity camera,0,-1,0 RenderWorld ; RenderCPUTime is CPU work spent preparing and submitting the last frame Text 0,0,"Arrow keys: move camera Space: toggle asteroids Esc: exit" Text 0,20,"RenderCPUTime() = "+RenderCPUTime()+" ms" Text 0,40,"Frame pacing is excluded, so this is pure renderer CPU cost" Flip Wend End
Index