Frame time graphs as presented are quite pointless ...
Typically there is a single sample at ~300ms (probably during startup when loading textures), while the interesting part (average, standard deviation, ...) is just an unrecognizable, 5 pixel wide blob on the left.
Michael - use logarithmic scale for frame time graphs, gives much better resolution around the average frame time while still providing room for high peaks.
Typically there is a single sample at ~300ms (probably during startup when loading textures), while the interesting part (average, standard deviation, ...) is just an unrecognizable, 5 pixel wide blob on the left.
Michael - use logarithmic scale for frame time graphs, gives much better resolution around the average frame time while still providing room for high peaks.
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