FI3DHConnectorRenderStats Struct Reference
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instant3Dhub
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#include "I3DHConnectorStorage.h"
Detailed Description
These stats attempt to capture a frame-by-frame accurate view of our rendering data pipeline (see AI3DHConnector::Tick).
Public Attributes | |
| int32 | VisList = 0 |
| int32 | WaitingData = 0 |
| int32 | ConversionTask = 0 |
| int32 | WaitingMeshComponentCreation = 0 |
| int32 | MeshComponentCreated = 0 |
| int32 | Overhead = 0 |
Member Data Documentation
◆ ConversionTask
| int32 FI3DHConnectorRenderStats::ConversionTask = 0 |
ConversionTask is the number of pages for which an async conversion task is currently running.
The task converts page instance data (I3DH format) into a static mesh (Unreal format). See FI3DHPageToStaticMeshTask.
◆ MeshComponentCreated
| int32 FI3DHConnectorRenderStats::MeshComponentCreated = 0 |
MeshComponentCreated is the subset of the visibility list for which a mesh component has already been created.
◆ Overhead
| int32 FI3DHConnectorRenderStats::Overhead = 0 |
Overhead is the number of pages in the ConversionTask and WaitingMeshComponentCreation stages, which are not in the current visibility list, because these stats might contain pages from previous frames.
◆ VisList
| int32 FI3DHConnectorRenderStats::VisList = 0 |
VisList is the number of pages in the visibility list reported by the remote culler.
Our goal is to render all of these pages by creating the appropriate mesh components.
◆ WaitingData
| int32 FI3DHConnectorRenderStats::WaitingData = 0 |
WaitingData is the subset of these pages which are waiting for the backend to download the page instance data.
◆ WaitingMeshComponentCreation
| int32 FI3DHConnectorRenderStats::WaitingMeshComponentCreation = 0 |
WaitingMeshComponentCreation is the number of pages for which the async conversion task is done, but for which a mesh component has not yet been created.
This can be due to missing RootNodeId or InstanceSpawnPropertiesfrom the backend or because we limit the number of components that can be created each tick, because it is a relatively expensive operation that nevertheless has to be performed on the game thread.
The documentation for this struct was generated from the following file:
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