![]() ![]() K_EStreamFrameEventComplete at 60937.84ms, delta: 9.61ms ![]() K_EStreamFrameEventUploadEnd at 60928.22ms, delta: 0.23ms K_EStreamFrameEventUploadBegin at 60927.99ms, delta: 0.18ms K_EStreamFrameEventDecodeEnd at 60927.81ms, delta: 2.27ms K_EStreamFrameEventDecodeBegin at 60925.54ms, delta: 0.18ms K_EStreamFrameEventRecv at 60925.36ms, delta: 0.60ms K_EStreamFrameEventSend at 60924.76ms, delta: -1.46ms K_EStreamFrameEventEncodeEnd at 60926.22ms, delta: 10.62ms K_EStreamFrameEventEncodeBegin at 60915.61ms, delta: 0.00ms K_EStreamFrameEventConvertEnd at 60915.61ms, delta: 0.00ms K_EStreamFrameEventConvertBegin at 60915.61ms, delta: 0.00ms K_EStreamFrameEventCaptureEnd at 60915.61ms, delta: 7.51ms K_EStreamFrameEventCaptureBegin at 60908.10ms, delta: 20.17ms If the stat measures time it'll be in milliseconds. If it's large it means that that metric could be causing spikey delays. A low standard deviation indicates that the data points tend to be very close to the a high standard deviation indicates that the data points are spread out over a large range of values.įor our purposes if the StdDev is small compared to Avg it means that there's generally consistent performance for this metric. shows how much variation or dispersion from the average exists. In statistics and probability theory, the standard deviation. Next we get onto the standard format for the performance statistcs, average (Avg) and standard deviation (StdDev) statistics for the streaming performance metrics.įrom the Wikipedia Page on Standard deviation (give them a donation or help fix a page - they love that): SlowDecode - caused by the client machine taking a long time to decode the frames. SlowNetwork - caused by network connection problems, or a lot of competing traffic on the network. SlowEncode - caused by the CPU (or hardware encoder) taking a long time to encode a frame in to x264. SlowCapture - caused by copying the displayed frame into memory taking too long SlowGame - caused by the game itself running slow The Slow* chunks are pretty self exlanatory. It should be mostly the same for every streaming session, but what does look interesting is the Capture method: The header shows some basic details about the capture methods being used. >Ĭapture method set to Game async D3D11 NV12 ![]() Detected 4 logical processors, using 2 threads Initializing audio with 2 channels and 48000 samples/sec Recording on device: Realtek HDMI Output (ATI HDMI Audio) ![]()
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