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//NEW: Extracted from Console.uc class TimeDemoPlugin extends ConsolePlugIn native; var bool bTimeDemo; var bool bStartTimeDemo; var bool bRestartTimeDemo; var bool bSaveTimeDemoToFile; var float StartTime; var float ExtraTime; var float LastFrameTime; var float LastSecondStartTime; var int FrameCount; var int LastSecondFrameCount; var float MinFPS; var float MaxFPS; var float LastSecFPS; var Font TimeDemoFont; var localized string FrameRateText; var localized string AvgText; var localized string LastSecText; var localized string MinText; var localized string MaxText; var localized string fpsText; var localized string SecondsText; var localized string FramesText; native function SaveTimeDemo( string S ); event PostRender( canvas C ) { if( bTimeDemo ) { TimeDemoCalc(); TimeDemoRender( C ); } } exec function TimeDemo(bool bEnabled, optional bool bSaveToFile) { bSaveTimeDemoToFile = bSaveToFile; if(bEnabled) StartTimeDemo(); else StopTimeDemo(); } function StartTimeDemo() { if(bTimeDemo) return; bTimeDemo = True; bStartTimeDemo = True; } function StopTimeDemo() { if(!bTimeDemo) return; bTimeDemo = False; PrintTimeDemoResult(); } function PrintTimeDemoResult() { local LevelInfo Entry; local float Avg; local float Delta; local string AvgString; local string Temp; Entry = Viewport.Actor.GetEntryLevel(); Delta = Entry.TimeSeconds - StartTime - ExtraTime; if(Delta <= 0) Avg = 0; else Avg = FrameCount / Delta; AvgString = string(FrameCount)@FramesText@FormatFloat(delta)@SecondsText@MinText@FormatFloat(MinFPS)@MaxText@FormatFloat(MaxFPS)@AvgText@FormatFloat(Avg)@fpsText$"."; Viewport.Actor.ClientMessage(AvgString); Log(AvgString); if(bSaveTimeDemoToFile) { Temp = FormatFloat(Avg) $ " Unreal "$ Viewport.Actor.Level.EngineVersion $ Chr(13) $ Chr(10) $ FormatFloat(MinFPS) $ " Min"$ Chr(13) $ Chr(10) $ FormatFloat(MaxFPS) $ " Max"$ Chr(13) $ Chr(10); SaveTimeDemo(Temp); } } function TimeDemoCalc() { local LevelInfo Entry; local float Delta; Entry = Viewport.Actor.GetEntryLevel(); if( bRestartTimeDemo ) { StopTimeDemo(); StartTimeDemo(); bRestartTimeDemo = False; } if( bStartTimeDemo ) { bStartTimeDemo = False; StartTime = Entry.TimeSeconds; ExtraTime = 0; LastFrameTime = StartTime; LastSecondStartTime = StartTime; FrameCount = 0; LastSecondFrameCount = 0; MinFPS = 0; MaxFPS = 0; LastSecFPS = 0; return; } Delta = Entry.TimeSeconds - LastFrameTime; // If delta time is more than a half of a second, ignore frame entirely (precaching, loading etc) if( Delta > 0.5 ) { ExtraTime += Delta; LastSecondStartTime = Entry.TimeSeconds; LastSecondFrameCount = 0; LastFrameTime = Entry.TimeSeconds; return; } FrameCount++; LastSecondFrameCount++; if( Entry.TimeSeconds - LastSecondStartTime > 1) { LastSecFPS = LastSecondFrameCount / (Entry.TimeSeconds - LastSecondStartTime); if( MinFPS == 0 || LastSecFPS < MinFPS ) MinFPS = LastSecFPS; if( LastSecFPS > MaxFPS ) MaxFPS = LastSecFPS; LastSecondFrameCount = 0; LastSecondStartTime = Entry.TimeSeconds; } LastFrameTime = Entry.TimeSeconds; } function TimeDemoRender( Canvas C ) { local string AText, LText; local float W, H; C.Font = TimeDemoFont; C.DrawColor.R = 255; C.DrawColor.G = 255; C.DrawColor.B = 255; AText = AvgText @ FormatFloat(FrameCount / (Viewport.Actor.GetEntryLevel().TimeSeconds - StartTime - ExtraTime)); LText = LastSecText @ FormatFloat(LastSecFPS); C.TextSize(AText, W, H); C.SetPos(C.ClipX - W, 0.3*C.ClipY); C.DrawText(AText); C.TextSize(LText, W, H); C.SetPos(C.ClipX - W, 0.3*C.ClipY+H); C.DrawText(LText); } //OLD defaultproperties { TimeDemoFont=Font'Engine.SmallFont' FrameRateText="Frame Rate" AvgText="Avg" LastSecText="Last Sec" MinText="Min" MaxText="Max" fpsText="fps" SecondsText="seconds." FramesText="frames rendered in" } |
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