Performance Overview
The Performance Overview window shows real-time performance metrics for each render group: frame timing, GPU memory consumption, per-stream playback diagnostics and frame buffer status.
How to open
View → Other Windows → Performance Overview
Window layout
One tab per render group — Transform Groups are excluded — with each tab split into two columns:
-
Left — render group metrics, GPU memory consumption and output status.
-
Right — per-video-stream and per-audio-stream diagnostics.
|
Control |
Description |
|---|---|
|
Reset |
Clears the accumulated data — min, max, average and every event counter go back to zero |
|
OSD |
Shows a performance overlay on the rendered outputs themselves. The overlay carries both halves: the render group metrics and the per-stream panels |
Rendergroup Performance
|
Metric |
Description |
|---|---|
|
FPS |
Frames per second rendered by this group |
|
FRAME |
Total frame time, in milliseconds |
|
GPU |
GPU render time, in milliseconds |
|
VSYNC |
Present / vsync time, in milliseconds |
Each row shows the metric name, its current Value, a moving Avg and the Max. Green means within normal thresholds; yellow means a deviation was detected, where min and max differ significantly from the current value.
Below the table, a VSYNC +/- plot shows vsync timing deviation over time.
Graphic Memory Consumption
GPU memory is broken down three ways:
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Per Heap — usage and budget for each memory heap, with a percentage; green below 50 %, yellow above.
-
Per Category — memory consumed by each internal usage category.
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Per Video Memory Pool — usage per pool, including block count.
Output Status
Lists each output in the render group with the number of layers currently rendered to it.
Video stream diagnostics
One panel per actively playing video stream, headed by the stream name.
Plots
|
Plot |
Description |
|---|---|
|
Scheduler Time |
Scheduling deviation over time, with coloured event markers at the sample where each event occurred |
|
Latency |
Frame delivery latency over time, with the same event markers |
Playback Buffer Fill
The percentage of pre-buffered frames ready to play, for example Playback Buffer Fill: 87% (87/100).
On a capture input, once Requested Skips is above zero that counter replaces the buffer fill display.
Frame event counters
Cumulative counters. Each briefly highlights in its own colour as the event fires.
|
Counter |
Description |
|---|---|
|
Intentional Skips |
Frames skipped on purpose, for instance while catching up to sync |
|
Repeats |
Frames drawn twice, intentionally |
|
Jumps |
Intentional jumps in frame position |
|
Unintentional Skips/Jumps |
Skips or jumps caused by render group lag or other system problems |
|
Frame Missing / Read Error |
Disk read or GPU transfer errors |
|
Unavailable |
The frame was not there when it was needed |
|
Unfinished Transfers |
A GPU transfer did not complete in time |
|
Requested Skips |
Frames skipped at a capture input's request — capture inputs only |
Frame Status
A row of coloured squares, one per frame in the playback buffer.
|
Colour |
Status |
|---|---|
|
Green |
ReadyToRead |
|
Cyan |
Render / Transfer |
|
Orange |
QueuedForCopy |
|
Yellow |
Copying |
|
Magenta |
HostToDeviceTransfer |
|
Red |
Error |
|
Grey |
Undefined |
Audio stream diagnostics
One panel per active audio stream, with its name and current Latency.
Common Mistakes
-
Yellow metrics read as a fault — yellow means a deviation was detected, not that something is broken. Check whether the max value is acceptable for your target frame rate.
-
Min/max look wrong after a change — the counters accumulate from when the window was opened. Press Reset after changing the configuration to measure the new setup cleanly.
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The buffer fill display has disappeared — on a capture input it is replaced by Requested Skips once that counter is above zero.
-
Measuring performance with the Output View open — that window renders every routed output a second time, so the figures include its cost.
Tips
-
Use OSD to watch performance on the rendered output itself, without leaving the scene view — useful during a live show or on-site calibration.
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Watch the Frame Status row for persistent red or grey squares: those are frames stuck or failing to load.
-
A counter that keeps flashing is an ongoing problem, not a historical one — the highlight fires each time the event occurs.
Related
Settings — render group, output and performance options
Log — errors and warnings behind a performance problem
Output View — a window that itself costs GPU time while open
