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Compute new performance metrics and improve saving of profiler data
* Format the standard CPU and GPU profiler data as CSV, to simplify its analysis * Include the internal identifier name of the track in the report name, or 'menu' if there is no active track. This uses the current track at the time of report saving. It is possible to keep the profiler on through multiple tracks and menus, but it's on people enabling the artist debug mode and the profiler to use it sensibly * Stop the profiler when saving data, if it's not already stopped * Compute, when profiling is stopped, for all integer FPS values up to 1000, three key metrics: - The number of frames too slow to reach this FPS value - The proportion of total time spent in frames slower than this FPS value - The proportion of total time spent in frames beyond the maximum duration associated with this FPS value * Compute three key indicator values: - Steady FPS (highest FPS with no more than 1% time spent in slower frames and no more than 0.1% time spent beyond the maximum duration) - Mostly stable FPS (highest FPS with no more than 12% time spent in slower frames and no more than 2% time spent beyond the maximum duration) - Typical FPS (highest FPS with no more than 50% time spent in slower frames and no more than 10% time spent beyond the maximum duration) * Save an additional 'perf-report' containing this new data Traditional performance measurements, such as average FPS and 1% lows (which are typically based on the 1% slowest frames, not on the 1% slowest gameplay time), are flawed because they unduly reward outputting more fast frames. Increasing the number of fast frames without speeding up the slow frames is useless when it comes to making the game feel smooth, which is especially critical in a racing game. Missing features: - Displaying a summary of the performance test instead of the normal end screen - Confirm to the user that the report has been successfully saved - And more advanced options.
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