├── Assets ├── DriveRealtime.cs ├── DriveRealtime.cs.meta ├── DriveTime.cs ├── DriveTime.cs.meta ├── ForceRenderRate.cs ├── ForceRenderRate.cs.meta ├── ForceRenderRate.unity ├── ForceRenderRate.unity.meta ├── GenLockedRecorder.cs ├── GenLockedRecorder.cs.meta ├── GenLockedRecorder.unity ├── GenLockedRecorder.unity.meta ├── RotateWithGameTime.cs ├── RotateWithGameTime.cs.meta ├── ShowLastRenderTexture.cs ├── ShowLastRenderTexture.cs.meta ├── TextFromTimeRealtime.cs ├── TextFromTimeRealtime.cs.meta ├── TextFromTimeTime.cs ├── TextFromTimeTime.cs.meta ├── UpdateStatsText.cs └── UpdateStatsText.cs.meta ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset └── README.md /Assets/DriveRealtime.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class DriveRealtime : MonoBehaviour 6 | { 7 | public float Speed = 1; 8 | public float Min, Max; 9 | 10 | void Update() 11 | { 12 | var transform = GetComponent(); 13 | transform.position = new Vector3(Min + Mathf.PingPong(Time.realtimeSinceStartup * Speed, Max-Min), transform.position.y, transform.position.z); 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /Assets/DriveRealtime.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4450d82dff76c412fa6edfa58a76f867 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/DriveTime.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class DriveTime : MonoBehaviour 6 | { 7 | public float Speed = 1; 8 | public float Min, Max; 9 | 10 | void Update() 11 | { 12 | var transform = GetComponent(); 13 | transform.position = new Vector3(Min + Mathf.PingPong(Time.time * Speed, Max-Min), transform.position.y, transform.position.z); 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /Assets/DriveTime.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0cd8da60e6aa5458abd07d18fdb32b3a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/ForceRenderRate.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Threading; 3 | using UnityEngine; 4 | 5 | public class ForceRenderRate : MonoBehaviour 6 | { 7 | public float Rate = 50.0f; 8 | float currentFrameTime; 9 | 10 | void Start() 11 | { 12 | QualitySettings.vSyncCount = 0; 13 | Application.targetFrameRate = 9999; 14 | currentFrameTime = Time.realtimeSinceStartup; 15 | StartCoroutine("WaitForNextFrame"); 16 | } 17 | 18 | IEnumerator WaitForNextFrame() 19 | { 20 | while (true) 21 | { 22 | yield return new WaitForEndOfFrame(); 23 | currentFrameTime += 1.0f / Rate; 24 | var t = Time.realtimeSinceStartup; 25 | var sleepTime = currentFrameTime - 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(int)GameTimeRate; 84 | if (m_CaptureFrameRateError >= 1.0) 85 | { 86 | m_CaptureFrameRateError -= 1.0; 87 | Time.captureFramerate = 1 + (int)GameTimeRate; 88 | } 89 | else 90 | Time.captureFramerate = (int)GameTimeRate; 91 | #endif 92 | } 93 | } 94 | 95 | void WaitForNextGenLock() 96 | { 97 | if (m_CurrentGenlockRate != GenlockRate) 98 | { 99 | if (GenlockRate < 1) 100 | GenlockRate = 1; 101 | m_LastFakeGenLockCount = 0; 102 | m_CurrentGenlockRate = GenlockRate; 103 | } 104 | 105 | double t = Time.realtimeSinceStartup; 106 | double nextGenLockTime = (m_LastFakeGenLockCount + 1) / GenlockRate; 107 | if (t > nextGenLockTime) 108 | { 109 | // This shouldn't normally happen. 110 | if (m_LastFakeGenLockCount != 0 && m_SkipFirstFrames == 0) 111 | Debug.LogWarning("Frame drop: Rendering too slow (at " + t.ToString("0.000")+ ")"); 112 | m_LastFakeGenLockCount = (ulong)(t * GenlockRate + 0.5); 113 | return; 114 | } 115 | 116 | 117 | // This is the actual sleep/busy loop simulating waiting for the genlock signal. 118 | var sleepTime = nextGenLockTime - t - 0.01f; // conservative sleep 119 | if (sleepTime>0) 120 | Thread.Sleep((int)(sleepTime * 1000)); 121 | do // busy-loop the remaining time for accuracy 122 | { 123 | t = Time.realtimeSinceStartup; 124 | } while (t < nextGenLockTime); 125 | ++m_LastFakeGenLockCount; 126 | 127 | if (t > nextGenLockTime + 0.1 / GenlockRate) 128 | { 129 | // This shouldn't normally happen. 130 | if (t > nextGenLockTime + 1.0 / GenlockRate) 131 | { 132 | m_LastFakeGenLockCount = (ulong) (t * GenlockRate + 0.5); 133 | if (m_SkipFirstFrames == 0) 134 | Debug.LogWarning("Frame drop: Waiting for GenLock too slow (at " + t.ToString("0.000")+ ")"); 135 | return; 136 | } 137 | 138 | if (m_SkipFirstFrames == 0) 139 | Debug.LogWarning( 140 | "Waited " + ((t - nextGenLockTime) / (1.0 / GenlockRate) * 100.0).ToString("0") + "% past next GenLock (at " + t.ToString("0.000")+ ")"); 141 | } 142 | } 143 | 144 | public RenderTexture GetLastRender() 145 | { 146 | return m_LastRender; 147 | } 148 | 149 | void OnApplicationQuit() 150 | { 151 | if (!Record) 152 | return; 153 | 154 | if (!Directory.Exists(MoviePath)) 155 | { 156 | Debug.LogError(MoviePath + " does not exist. Cannot save output"); 157 | return; 158 | } 159 | 160 | Debug.Log("Saving recorded frames to disk..."); 161 | 162 | string filePathMP4 = ""; 163 | string filePathDir = ""; 164 | for (int i = 0; i < 9999; ++i) 165 | { 166 | filePathMP4 = Path.Combine(MoviePath, "capture_" + i.ToString("0000") + ".mp4"); 167 | filePathDir = Path.Combine(MoviePath, "capture_" + i.ToString("0000")); 168 | if (!File.Exists(filePathMP4) && !Directory.Exists(filePathDir)) break; 169 | } 170 | 171 | var textures = new List(); 172 | foreach (var frame in m_Frames) 173 | { 174 | RenderTexture.active = frame; 175 | var tex = new Texture2D(Width, Height, TextureFormat.RGBA32, false); 176 | tex.ReadPixels(new Rect(0, 0, Width, Height), 0, 0); 177 | tex.Apply(); 178 | textures.Add(tex); 179 | } 180 | RenderTexture.active = null; 181 | 182 | #if UNITY_EDITOR 183 | if (MakeMP4InEditor) 184 | { 185 | VideoTrackAttributes videoAttr = new VideoTrackAttributes 186 | { 187 | frameRate = new MediaRational((int)(GenlockRate + 0.5)), 188 | width = (uint)Width, 189 | height = (uint)Height, 190 | includeAlpha = false, 191 | bitRateMode = UnityEditor.VideoBitrateMode.High 192 | }; 193 | using (var encoder = new MediaEncoder(filePathMP4, videoAttr)) 194 | foreach (var tex in textures) 195 | encoder.AddFrame(tex); 196 | Debug.Log("Recorded " + m_Frames.Count + " frames to " + filePathMP4); 197 | } 198 | else 199 | #else 200 | if (MakeMP4InEditor) 201 | Debug.Log("Cannot encode MP4 outside of Editor"); 202 | #endif 203 | { 204 | int f = 0; 205 | Directory.CreateDirectory(filePathDir); 206 | foreach (var tex in textures) 207 | { 208 | byte[] bytes = tex.EncodeToJPG(); 209 | File.WriteAllBytes(Path.Combine(filePathDir, "frame_" + (f++).ToString("0000") + ".jpg"), bytes); 210 | } 211 | Debug.Log("Recorded " + m_Frames.Count + " frames to " + Path.Combine(filePathDir, "frame_XXXX.jpg")); 212 | } 213 | } 214 | } 215 | -------------------------------------------------------------------------------- /Assets/GenLockedRecorder.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6cf64f31fadb44c8b9d8e5a2f2976a88 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/GenLockedRecorder.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b4881cb83d3ff4e1c927ba2c6fd1de5b 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/RotateWithGameTime.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class RotateWithGameTime : MonoBehaviour 6 | { 7 | public float Speed = 10; 8 | 9 | void Update() 10 | { 11 | gameObject.transform.rotation = Quaternion.Euler(-Time.time*Speed, 0, 0); 12 | } 13 | } 14 | -------------------------------------------------------------------------------- /Assets/RotateWithGameTime.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c20e7fd6ae3af43b7848d34ca1044243 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/ShowLastRenderTexture.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | 6 | public class ShowLastRenderTexture : MonoBehaviour 7 | { 8 | public GenLockedRecorder GenLockedRecorder; 9 | public RawImage RawImage; 10 | 11 | void Update() 12 | { 13 | RenderTexture tex = GenLockedRecorder.GetLastRender(); 14 | if (tex) 15 | { 16 | RawImage.texture = tex; 17 | RawImage.SetNativeSize(); 18 | } 19 | } 20 | } 21 | -------------------------------------------------------------------------------- /Assets/ShowLastRenderTexture.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f99d4aba5f01e409ab2612a854b316ec 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/TextFromTimeRealtime.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | 4 | public class TextFromTimeRealtime : MonoBehaviour 5 | { 6 | private float m_LastTime = 0; 7 | void Update() 8 | { 9 | float t = Time.realtimeSinceStartup; 10 | GetComponent().text = 11 | "Time.realtimeSinceStartup=" + t.ToString("0.000s") + " (delta=" + ((t - m_LastTime)*1000).ToString("0.00ms") + ")"; 12 | m_LastTime = t; 13 | } 14 | } 15 | -------------------------------------------------------------------------------- /Assets/TextFromTimeRealtime.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 311944e659e8b472aa7cea5890ae313a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/TextFromTimeTime.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | 4 | public class TextFromTimeTime : MonoBehaviour 5 | { 6 | private float m_LastTime = 0; 7 | void Update() 8 | { 9 | float t = Time.time; 10 | GetComponent().text = 11 | "Time.time=" + t.ToString("0.000s") + " (delta=" + ((t - m_LastTime)*1000).ToString("0.00ms") + ")"; 12 | m_LastTime = t; 13 | } 14 | } 15 | -------------------------------------------------------------------------------- /Assets/TextFromTimeTime.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 702a86bd558324b54ba4e2989f01ed60 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/UpdateStatsText.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | 6 | public class UpdateStatsText : MonoBehaviour 7 | { 8 | [Tooltip("Number of frames to average together in frame rate statistics (1 corresponds to no averaging)")] 9 | [Range(1,999)] 10 | public int SampleWindow = 50; 11 | public Text Text; 12 | 13 | float lastRealtime = 0.0f; 14 | float lastTime = 0.0f; 15 | 16 | List realtimeDeltas = new List(); 17 | int realtimeDeltaPos = 0; 18 | float realtimeDeltasSum = 0.0f; 19 | 20 | List timeDeltas = new List(); 21 | int timeDeltaPos = 0; 22 | float timeDeltasSum = 0.0f; 23 | 24 | static float GetAverage(ref List values, ref int valuePos, ref float sum, float newValue, int historySize) 25 | { 26 | if (historySize <= 0) 27 | historySize = 1; 28 | 29 | if (values.Count < historySize) 30 | { 31 | while (valuePos != 0) 32 | { 33 | values.Add(values[0]); 34 | values.RemoveAt(0); 35 | --valuePos; 36 | } 37 | values.Add(newValue); 38 | sum += newValue; 39 | return -1.0f; 40 | } 41 | 42 | while (values.Count > historySize) 43 | { 44 | sum -= values[valuePos]; 45 | values.RemoveAt(valuePos); 46 | if (valuePos >= historySize) 47 | valuePos = 0; 48 | } 49 | 50 | sum = sum - values[valuePos] + newValue; 51 | values[valuePos] = newValue; 52 | valuePos = (valuePos + 1) % historySize; 53 | return sum / historySize; 54 | } 55 | 56 | void Update() 57 | { 58 | float realtime = Time.realtimeSinceStartup; 59 | float time = Time.time; 60 | 61 | if (lastRealtime > 0.0f && time > 0.0f) 62 | { 63 | float deltaRealtime = GetAverage( 64 | ref realtimeDeltas, 65 | ref realtimeDeltaPos, 66 | ref realtimeDeltasSum, 67 | realtime - lastRealtime, 68 | SampleWindow 69 | ); 70 | 71 | float deltaTime = GetAverage( 72 | ref timeDeltas, 73 | ref timeDeltaPos, 74 | ref timeDeltasSum, 75 | time - lastTime, 76 | SampleWindow 77 | ); 78 | 79 | if (deltaRealtime >= 0.0f && deltaTime >= 0.0f) 80 | Text.text = 81 | "Render FPS: " + (1.0f/deltaRealtime).ToString("0.0") + " (" + (deltaRealtime*1000).ToString("0.0ms") + ")\n" + 82 | " Game FPS: " + (1.0f/deltaTime).ToString("0.0") + " (" + (deltaTime*1000).ToString("0.0ms") + ")"; 83 | } 84 | 85 | lastRealtime = realtime; 86 | lastTime = time; 87 | } 88 | } 89 | -------------------------------------------------------------------------------- /Assets/UpdateStatsText.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f31d1e2c29f3949c483b9340a591a2d2 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | 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https://config.uca.cloud.unity3d.com 12 | m_TestInitMode: 0 13 | CrashReportingSettings: 14 | m_EventUrl: https://perf-events.cloud.unity3d.com 15 | m_Enabled: 0 16 | m_LogBufferSize: 10 17 | m_CaptureEditorExceptions: 1 18 | UnityPurchasingSettings: 19 | m_Enabled: 0 20 | m_TestMode: 0 21 | UnityAnalyticsSettings: 22 | m_Enabled: 0 23 | m_TestMode: 0 24 | m_InitializeOnStartup: 1 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /ProjectSettings/VFXManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity Proof-of-Concept Project for Improved Framerate Precision and Genlock 2 | ### Check out the [blog post](https://blogs.unity3d.com/2019/06/03/precise-framerates-in-unity/) for an introduction. 3 | 4 | This Unity sample project demonstrates a technique using a WaitForEndOfFrame coroutine to improve precision when trying to achieve a specific target frame rate. 5 | 6 | The sample code demonstrates how an external signal could be used to drive the rendering framerate of the application. This is done by emulating an external genlock using the system clock. Furthermore, the sample also shows how game time frame rate can be controlled independently of rendering frame rate. This is particularly useful when an external Genlock is know to operate at a specific rate (e.g., 60fps) but is not precisely tied to the local system clock (i.e. the system clock's concept of 1/60th of a second is slightly different than the Genlock, so drifting would occur). 7 | 8 | The interesting C# code is found in GenLockedRecorder.cs which is instantiated on the "GenLocked Recorder" GameObject in the scene GenLockedRecorder.unity. The GenLockedRecorder accepts a Camera and rendering dimensions to define what should be rendered. It also takes an (emulated) Genlock Rate parameter and Game Time Rate parameter to drive the timing. Optionally, frames produced when the scene is run can be captured to disk for later closer inspection. This output will be stored as either an MP4 video or a sequence of JPGs depending on the chosen option. 9 | 10 | Note that in order to avoid having disk I/O affect rendering, when the Record option is enabled, rendered frames are stored in memory while running and are written to disk when exiting Playmode in Editor, or, quitting the application in Standalone builds. This means that care should be taken to avoid having the application run for a long period of time with the Record option enabled as the machine will easily run out of memory. 11 | --------------------------------------------------------------------------------