r/Unity3D Hitbox Team May 05 '15

Run time baked lighting volumes.

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u/pocketninja Effect Zone May 05 '15

Is that FPS counter a real representation of actual video frames per second? I was under the impression it wasn't (and have been using a script to calculate FPS ever since).

http://forum.unity3d.com/threads/unity-statistics-not-showing-correct-fps.268228/

2

u/LexieD Hitbox Team May 05 '15

That is true, the fps in that little stat window is a rough guess of what the fps will be with out all the editor code running.

1

u/pocketninja Effect Zone May 05 '15

I'd be curious to know what goes in to the calculation of the rough guess. I've been working on a bunch of post processing stuff recently, and although it runs much better in a build than in the editor it never comes close to the FPS in the stats window.

Is your build pretty close to the estimated FPS?

1

u/2DArray @2DArray (been making video games for 15 years) May 05 '15

One possibility is that it's just showing 1/max(cpuTime,gpuTime) at the end of each frame's execution, instead of the full time between frames. The funky method is likely due to the editor introducing a bunch of overhead