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ArmA 2 专用 FPS 分析器下载

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1#
发表于 2010-6-2 18:19 | 只看该作者 回帖奖励 |正序浏览 |阅读模式
http://dev-heaven.net/attachments/download/5876/ArmA2FPSAnalyser_v2.rar

What is it ?

ArmaFPSAnalyser is a tool that can show you the performance of your game based on some specially-instrumented mission files. In addition, the scripts are available to allow you to create your own benchmark missions. The screenshot below gives you an idea of the kind of information the tool provides - in this example performance across three different kinds of location (city, coast and forest) is being compared. (In this case you can see quite clearly that performance of the 1.05 patch is poorer in city locations than elsewhere.)


How is this different to FRAPS or ArmaMark?

Most benchmarks show you an average fps (frames per second) reading and, if you are lucky, a minimum fps reading. The problem with these is that even the minimum fps number is an average across several frames. This is not a good approach for ArmA where the main issues seem to be around 'stutter'; ie, individual frames that take considerably longer than the ones before and after them. FPSAnalyser records the time taken for _every_ frame, as reported by the game and shows you the information in several different ways. It also uses a script-based approach to ensure that benchmarks are as repeatable as possible so you can truly isolate the factors that are affecting performance. Finally, the analyser allows you to plot multiple runs so you can directly compare benchmarks as you change settings.

How does it work ?

The scripts create a camera which flies between a set of markers. As this is happening, a loop within the scripts records the timestamp of each individual frame. After the run is completed, the result are written to your arma2.rpt file. The analyser is then reads out the results and plots them.

What does it all mean ?

Although the plots all show 'fps' it's important to realise that what is being plotted is actually 1/frame-duration for each and every frame. I've chosen to use this presentation rather than frame-duration because most people are a lot more comfortable with fps and have an inherent feeling for what is 'good'.

The simplest plot to understand is "FPS over time". This just shows the instantaneous fps for each frame during the course of the benchmark. You can see in this example plot that although most frames are at >20fps, there are some dips down to around 10 which will be perceived as stuttering.


The '% time spent below framerate' plot shows the information in a slightly different way. Rather than plotting the frames in the order they occurred, it looks at the distribution of fps. The stuttering can be seen here as the circled 'tail' of low-fps frames.



The auto-correlation plot shows the same information in yet another way - it shows the relationship of each frame to the frame immediately before it. A game that is running rock-solid at 60fps would show a very dense blob at the the top right this graph. A game where the frame-rate was varying smoothly will tend to cluster around a diagonal-line (shown in red in the example). If the framerate is varying wildly (ie stuttering) you will see 'outliers' such as those circled in orange. These are frames which have taken much longer to render than the frame immediately before them.




Installation
To install, download the archive from here.

Run the setup utitility to install the analyser. Copy the benchmarks in the missions folder to your own ArmA2 missions directory.

How to use the tool – getting started
Run one of example benchmarks in ArmA2. After the camera has stopped moving you will see a report “LOG WRITTEN”. If you want to you can re-run the benchmark with different settings (eg, try changing the view distance or texture details).

Tab out of ArmA2 and start up the analyzer tool. By default it will display plots for the last benchmark you ran. You can compare several benchmarks together by using the Benchmarks->Add/Remove option.

You can give benchmarks useful labels using the Benchmarks->Details menu option. You will also see information here such as the aram2.exe build that was used and the startup parameters (very useful for comparing betas!)

IMPORTANT The analyser expects to see some header information written by ArmA (build id, startup parameters, resolution etc) so if you edit the rpt file by hand you can confuse it. If you want to start with a 'clean' rpt file, the best approach is just to delete it before starting ArmA.

Creating your own benchmarks.

The scripts (in the 'scripts' folder) make it very easy to create your own benchmarks. Just create a new mission in the editor and copy the init.sqf file and ctf folder into the mission folder. In the editor you will need to add some markers to tell the camera what route to follow. The markers need to be name fps_0,fps_1,fps_2 etc, as many as you want. You can control the way the camera behaves at each point by adding keywords to the marker text.

speed=N will change the speed of the camera when it hits this marker.
height=N will ensure the camera is at this height when it reaches the marker
target=x changes the direction the camera faces.
Target=next means that the camera will always face the next marker, ie it will look straight ahead
Target=player means that the camera will face the player
Any other value, eg target=zzz will cause the camera to face a marker of that name.

When developing new benchmarks you can temporarily disable logging using the nolog keyword. You can change the 'name' of the benchmark (which will be shown in the analyser) by placing text before the keywords.

Here's an example from the BM_cityRun benchmark...



Disclaimer

FPS is only one aspect of the game experience- this tool can't measure other issues such as lod pop-up. The tool almost certainly contains bugs. If you find one or have the tool crash, please report it here and I will try to fix it.
4#
发表于 2010-6-3 14:17 | 只看该作者
游戏不错,就是配置非主流了一些~
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3#
发表于 2010-6-2 19:04 | 只看该作者
本帖最后由 charlieviva 于 2010-6-2 19:09 编辑

如何使用工具-入门
运行基准之一的例子ArmA2。 相机后停止移动,您将看到一个报告“日志写”。 如果你想你可以重新运行,基准不同的设置(例如尝试改变看法距离或纹理细节)。  

标签出ArmA2并启动分析工具。 默认情况下它会显示为基准图的最后你就跑。 您可以比较几个基准一起使用基准->“添加/删除选项。

你可以给基准标签使用菜单选项非常有用的基准->详细信息。 您还将看到的信息,如aram2.exe被用来建立和!)启动参数(非常有用的比较贝塔
重要分析器 期望看到一些头信息阿马写的(版本编号,启动参数,分辨率等),所以如果你编辑的手rpt文件可以混淆。 如果你想开始一个'干净'rpt文件,最好的办法就是删除阿马之前开始。

创建你自己的基准。

脚本的文件夹中的脚本(在')使其非常容易地创建自己的基准。 只要创建一个新的任务编辑器中的文件夹,并复制周大福进入任务文件夹中init.sqf文件和。 在编辑中,您将需要添加一些标记来告诉相机什么方法可循。 该标志需要名称fps_0,fps_1,fps_2等,为许多想你。 您可以控制摄像头的方式在每个点的行为通过添加关键字来标记文本。
速度为N 将改变标记速度的相机时,点击这个。
高度为N 将确保相机在这个高度时到达标记
目标= x 变化的方向相机的面孔。
目标=未来 意味着相机将永远面对下一个标记,也就是说,它会直视
目标=球员 意味着相机将面临球员  
任何其他值,如: 目标=打瞌睡 会导致照相机面对这种标记的名称。

在开发利用新的基准,您可以暂时禁用日志 nolog 关键字。 您可以更改显示的'名'的基准(可将 分析仪的关键字)由前放置的文本。

下面是一个例子...从BM_cityRun基准


声明2

FPS是唯一的游戏体验,此工具无法衡量如LOD弹出等问题方面。 该工具几乎可以肯定有错误。 如果您发现该工具有一个或崩溃,请在这里报告,我会尝试修复它。
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2#
发表于 2010-6-2 19:01 | 只看该作者
本帖最后由 charlieviva 于 2010-6-2 19:13 编辑

机器翻译为:

ArmaFPSAnalyser是一个工具,可以显示您的游戏性能对您的文件根据一些特制仪器使命。 此外,该脚本可让您创建自己的基准测试任务。 下面的截图给你一个 IDE的一个工具类的信息 支持国际志愿组织-在这个例子表现在被比较3种不同的地点(城市,海岸和森林)是。 (在这种情况下,你可以看得很清楚,在1.05补丁的表现是比其他地方的穷地方的城市。)

这是怎么ArmaMark不同拉紧或?
大多数基准测试显示您的平均帧(每帧)阅读,如果你是幸运的,最低fps的阅读。 这些有问题的,即使是最低的fps数平均是跨越多个帧。 这不是一个好办法后,他们在基于ARMA其中主要问题似乎是围绕'口吃';前,即个人的帧需要较长时间比。 FPSAnalyser记录_every_帧的时间,作为报告的游戏和不同的方式显示您的资料在几个。 它还采用了基于脚本的方法,以确保可重复的基准,以尽可能让您可以真正孤立的因素,是影响性能。 最后, 分析仪 ,您可以多次运行图,以便您可以直接比较的标准,你改变设置。
它是如何工作的?
该脚本创建一个摄像头苍蝇标记之间的一个集合。 由于这是发生,个别框架内循环的脚本每个记录时间戳。完成后运行,结果被写入到您的arma2.rpt文件。 分析仪 ,然后读出他们的成果和情节。
所有这一切意味着什么?

虽然情节,都显示'fps的'这是非常重要的一点是什么正在绘制框架1/frame-duration其实每一个。 我选择使用此演示,而不是帧的持续时间,因为大多数人是很多fps的舒适和有良好的'。一种内在的感觉是什么
最简单的情节不明白的是:“随着时间的推移新鲜粮食店”。 这正好说明,在基准课程为每个帧帧的瞬间。 你可以看到在这个例子中,虽然大多数框架阴谋在> 20fps的,也有一些逢低下降到大约10个将被视为口吃知觉。


在'%的时间花在以下帧率阴谋'显示了一个信息 的SLIghtly不同的方式。 而不是他们绘制的框架发生的顺序,它看起来在fps的分布。 口吃可以在这里看到的盘旋'尾巴帧的低帧率。
  
自动相关图显示了另一种方式在相同的信息尚未-它显示了每个帧帧立即收到了关系。 一种游戏是运行在60fps下固体岩石,将显示正确的这个图非常密集的团块在首位。 在这场游戏中的帧速率是不同的顺利往往会集群的例子,围绕一个对角线为红色,按照(如图所示)。 如果帧率是变疯狂(即口吃),你会看到'离群的'如橙盘旋研究。 这些都是他们的框架,这种已在多长时间内呈现较前帧。

安装
要安装,下载档案从 这里。

运行安装utitility安装 分析仪 复制任务的基准,文件夹到您自己的ArmA2任务目录。

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