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Question by fct509 · Dec 04, 2020 at 04:56 AM · renderingprogrammingprofiler

How do I get the GPU Rendering Time of a Frame?

All I want to know is how long it took the GPU to render a given frame. That's it. I know that Unity has API code for this. I've seen the class definition for that code. UnityEditor.Profiling.HierarchyFrameDataView.frameGpuTimeMs

What I don't know is: How do I get my hands on an instance of the HierarchyFrameDataView that contains this one piece of information? The only think I need is a float (or double) that tells me how long it took the GPU to render the previous frame, within my own code. Not the UI. Not the full blown profiler tool. Just within my own code.

I would rather use FrameTimingManager, but that piece of s**t doesn't work on Windows Platforms.

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avatar image Llama_w_2Ls · Dec 04, 2020 at 06:58 AM 0
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Time.DeltaTime is the time taken for each frame to render. Is that what you wanted? @fct509

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Answer by sacredgeometry · Dec 05, 2020 at 12:06 AM

Just saw you didnt want to use the profiler so you can time the difference between the LateUpdate call and the OnDrawGizmo one I guess

here are the lifecycle events:


https://docs.unity3d.com/Manual/ExecutionOrder.html

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avatar image fct509 · Dec 05, 2020 at 04:57 AM 0
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I'd be ok with using the Profiler's API if it were better documented. I'm not 100% sure, but I think the stats pop-up in the Game View Window is getting the GPU Rendering Time from the Profiler's API. The client just wants the GPU Rendering Time thrown into a log file. Also, when I say GPU Rendering Time, I mean GPU Rendering Time. Using the time between LateUpdate and OnDrawGizmo doesn't work because the object culling (along with some other things) are done on the CPU. Giving one component a very late priority and using it to grab the current time in the LateUpdate, and getting the current time in the OnDrawGizmo on a component with a very early priority would get me closer than the deltaTime (which may or may not be scaled).

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