GameApi 28
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vr::Compositor_FrameTiming Struct Reference

#include <openvr_mingw.h>

Collaboration diagram for vr::Compositor_FrameTiming:

Public Attributes

uint32_t m_nSize
uint32_t m_nFrameIndex
uint32_t m_nNumFramePresents
uint32_t m_nNumMisPresented
uint32_t m_nNumDroppedFrames
uint32_t m_nReprojectionFlags
double m_flSystemTimeInSeconds
float m_flPreSubmitGpuMs
float m_flPostSubmitGpuMs
float m_flTotalRenderGpuMs
float m_flCompositorRenderGpuMs
float m_flCompositorRenderCpuMs
float m_flCompositorIdleCpuMs
float m_flClientFrameIntervalMs
float m_flPresentCallCpuMs
float m_flWaitForPresentCpuMs
float m_flSubmitFrameMs
float m_flWaitGetPosesCalledMs
float m_flNewPosesReadyMs
float m_flNewFrameReadyMs
float m_flCompositorUpdateStartMs
float m_flCompositorUpdateEndMs
float m_flCompositorRenderStartMs
vr::TrackedDevicePose_t m_HmdPose

Detailed Description

Provides a single frame's timing information to the app

Member Data Documentation

◆ m_flClientFrameIntervalMs

float vr::Compositor_FrameTiming::m_flClientFrameIntervalMs

Miscellaneous measured intervals.

◆ m_flCompositorIdleCpuMs

float vr::Compositor_FrameTiming::m_flCompositorIdleCpuMs

◆ m_flCompositorRenderCpuMs

float vr::Compositor_FrameTiming::m_flCompositorRenderCpuMs

◆ m_flCompositorRenderGpuMs

float vr::Compositor_FrameTiming::m_flCompositorRenderGpuMs

◆ m_flCompositorRenderStartMs

float vr::Compositor_FrameTiming::m_flCompositorRenderStartMs

◆ m_flCompositorUpdateEndMs

float vr::Compositor_FrameTiming::m_flCompositorUpdateEndMs

◆ m_flCompositorUpdateStartMs

float vr::Compositor_FrameTiming::m_flCompositorUpdateStartMs

◆ m_flNewFrameReadyMs

float vr::Compositor_FrameTiming::m_flNewFrameReadyMs

◆ m_flNewPosesReadyMs

float vr::Compositor_FrameTiming::m_flNewPosesReadyMs

◆ m_flPostSubmitGpuMs

float vr::Compositor_FrameTiming::m_flPostSubmitGpuMs

◆ m_flPresentCallCpuMs

float vr::Compositor_FrameTiming::m_flPresentCallCpuMs

◆ m_flPreSubmitGpuMs

float vr::Compositor_FrameTiming::m_flPreSubmitGpuMs

These times may include work from other processes due to OS scheduling. The fewer packets of work these are broken up into, the less likely this will happen. GPU work can be broken up by calling Flush. This can sometimes be useful to get the GPU started processing that work earlier in the frame.

◆ m_flSubmitFrameMs

float vr::Compositor_FrameTiming::m_flSubmitFrameMs

◆ m_flSystemTimeInSeconds

double vr::Compositor_FrameTiming::m_flSystemTimeInSeconds

Absolute time reference for comparing frames. This aligns with the vsync that running start is relative to.

◆ m_flTotalRenderGpuMs

float vr::Compositor_FrameTiming::m_flTotalRenderGpuMs

◆ m_flWaitForPresentCpuMs

float vr::Compositor_FrameTiming::m_flWaitForPresentCpuMs

◆ m_flWaitGetPosesCalledMs

float vr::Compositor_FrameTiming::m_flWaitGetPosesCalledMs

The following are all relative to this frame's SystemTimeInSeconds

◆ m_HmdPose

vr::TrackedDevicePose_t vr::Compositor_FrameTiming::m_HmdPose

◆ m_nFrameIndex

uint32_t vr::Compositor_FrameTiming::m_nFrameIndex

◆ m_nNumDroppedFrames

uint32_t vr::Compositor_FrameTiming::m_nNumDroppedFrames

◆ m_nNumFramePresents

uint32_t vr::Compositor_FrameTiming::m_nNumFramePresents

◆ m_nNumMisPresented

uint32_t vr::Compositor_FrameTiming::m_nNumMisPresented

◆ m_nReprojectionFlags

uint32_t vr::Compositor_FrameTiming::m_nReprojectionFlags

◆ m_nSize

uint32_t vr::Compositor_FrameTiming::m_nSize

The documentation for this struct was generated from the following file: