Performance Overview

Last updated 5 August 2026

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:

  • 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.

  • 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.

  • 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.

  • 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.

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