protected void OnPostRender()
 {
     if (timingCamera.stereoActiveEye == Camera.MonoOrStereoscopicEye.Right || timingCamera.stereoActiveEye == Camera.MonoOrStereoscopicEye.Mono)
     {
         GpuTiming.EndSample();
     }
 }
 protected void OnPreRender()
 {
     if (timingCamera.stereoActiveEye == Camera.MonoOrStereoscopicEye.Left || timingCamera.stereoActiveEye == Camera.MonoOrStereoscopicEye.Mono)
     {
         GpuTiming.BeginSample(TimingTag);
     }
 }
Example #3
0
        private void UpdateAdaptiveQuality()
        {
            float lastAppFrameTime = (float)GpuTiming.GetTime("Frame");

            if (lastAppFrameTime <= 0)
            {
                return;
            }

            //Store a list of the frame samples
            lastFrames.Enqueue(lastAppFrameTime);
            if (lastFrames.Count > maxLastFrames)
            {
                lastFrames.Dequeue();
            }

            //Wait for a few frames between changes
            frameCountSinceLastLevelUpdate++;
            if (frameCountSinceLastLevelUpdate < minFrameCountBeforeQualityChange)
            {
                return;
            }

            // If the last frame is over budget, decrease quality level by 2 slots.
            if (lastAppFrameTime > MaxFrameTimeThreshold * frameTimeQuota)
            {
                UpdateQualityLevel(-2);
            }
            else if (lastAppFrameTime < MinFrameTimeThreshold * frameTimeQuota)
            {
                // If the last 5 frames are below the GPU usage threshold, increase quality level by one.
                if (LastFramesBelowThreshold(maxLastFrames))
                {
                    UpdateQualityLevel(1);
                }
            }
        }