#Frames persecond app updateThe display component simply has to update the label's text each frame. We attach it to the panel because that's our whole FPS display, not to the label. using UnityEngine public class Nucleon : MonoBehaviour Īdd this component to our panel and hook it up. The strength of the pull is determined by a configurable attraction force and the distance from the center. This component makes sure that a rigidbody is attached to its object and then simply pulls it towards the origin. We can model a nucleon with a default sphere and a custom Nucleon component. This is of course not a correct representation of an atom, but that's not the point. The nucleons will be simple spheres that will be attracted to the center of the scene, where they will bunch up and form a ball. As the nucleus gets bigger, performance will worsen. I suggest we create an atomic nucleus by fusing more and more nucleons together. One that ideally covers both high and low performance situations. Smash together spheres until your frame rate tanks. If you're new, have a look at Constructing a Fractal first. This tutorial requires a basic understanding of scripting in Unity. We'll first examine the profiler, then we'll create our own frame rate counter. In this tutorial we'll create a simple test scene and then measure its performance. Stabilize the frame rate by averaging multiple frames.Prevent the creation of temporary strings.Use the profiler to investigate performance.Use physics to create an ever-growing atomic nucleus. #Frames persecond app softwareWe’re not sure where the rest of the market is on this, but we’re really stoked that our software was able to keep up with these high frame rates and maintain such low latency between two machines. Parsec is only about 2 frames behind the server at 240 FPS, showing a total latency of approximately 4–8 milliseconds.Īlthough this isn’t meant for the real world, it demonstrates the optimizations we’ve made with our software. At 240 FPS, this requires a total lag of 4–8 milliseconds. The paused image below shows that Parsec powered device (right) is only 2 frames behind the server (left). We had the settings in Parsec set to match the refresh rate of the server (240hz) and max the bandwidth at 100Mbps. For the testing, we used Test UFO with the flicker setting. FRAPS was running on the server and client to confirm 240 FPS. Both machines are on the same network connected via ethernet with 1Gbps of bandwidth. #Frames persecond app PcThe client is a mini PC with a GTX 1050ti. The server has an i7 6700k and a GTX 1070. We bought two 240hz monitors and a 1000 FPS camera to record the video above. That got us thinking, “ how far can we push Parsec?” The Test - Pushing Parsec To The LimitĪccording to literature from Nvidia, the Pascal Architecture should be able to encode 400 frames per second using its h.264 hardware encoder at 1080p. We only test the software at 60 FPS, but the test we did demonstrates the capability of our software. Please note: We do not recommend using Parsec at 240 FPS. We believe that focusing on our technology, protocol, and streaming software will be a piece of the puzzle to redefining the relationship between computer ownership and consumers, and we hope our technology makes the viability of cloud gaming finally possible. The total latency required for the entire Parsec pipeline on the LAN is roughly 4–8 milliseconds in this test. At 240 frames per second, Parsec is only two frames behind the server PC with VSync on. With that being said, we wanted to push our technology to the limit and see how fast Parsec could encode, transfer, decode, and render a frame. You can close each app individually, or use Task Manager to close them. #Frames persecond app freeThis will free up some RAM and give you more FPS when you are playing. Go to the Visual Effects tab, choose Adjust for best performance then click Okay. Today, Parsec runs with the h.264 codec, but we’ll soon make h.265 available for an expected 50% improvement in bandwidth and latency. Go to the Advanced tab, then click Settings. In our quest to shave milliseconds from our streaming technology, we’ve spent more than a year finding millisecond savings while riding a wave of technology innovation across the hardware sector. Today, Parsec frees gamers from their hardware, and makes it possible to play PC games from anywhere on any device. We are trying to build that streaming platform and want to make it available on every computer, so any device can connect to any powerful computer, either at home or in the cloud. To make this future a reality, a streaming protocol that makes the shared computer feel like it’s right in front of you is required. #Frames persecond app upgradeAccess to high powered computing, rather than ownership, will define the thin-client era, eliminating our constant upgrade cycles and giving everyone the power of a super computer while simply carrying a cheap device. We believe that a new era of computing is approaching.
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