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Doc fixes to contribute for Polygons->Primitives renaming
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articles/remote-rendering/overview/features/debug-rendering.md

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@@ -30,8 +30,8 @@ void EnableDebugRenderingEffects(RenderingSession session, bool highlight)
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// Enable frame counter text overlay on the server side rendering
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settings.RenderFrameCount = true;
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// Enable polygon count text overlay on the server side rendering
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settings.RenderPolygonCount = true;
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// Enable triangle-/point count text overlay on the server side rendering
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settings.RenderPrimitiveCount = true;
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// Enable wireframe rendering of object geometry on the server
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settings.RenderWireframe = true;
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// Enable frame counter text overlay on the server side rendering
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settings->SetRenderFrameCount(true);
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// Enable polygon count text overlay on the server side rendering
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settings->SetRenderPolygonCount(true);
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// Enable triangle-/point count text overlay on the server side rendering
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settings->SetRenderPrimitiveCount(true);
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// Enable wireframe rendering of object geometry on the server
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settings->SetRenderWireframe(true);

articles/remote-rendering/overview/features/performance-queries.md

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@@ -120,6 +120,7 @@ Contrary to the `FrameStatistics` object, the `PerformanceAssessment` object con
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| MemoryGPU | Total dedicated video memory utilization in percent of the server GPU |
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| NetworkLatency | The approximate average roundtrip network latency in milliseconds. In the illustration above, this value corresponds to the sum of the red arrows. The value is computed by subtracting actual server rendering time from the `LatencyPoseToReceive` value of `FrameStatistics`. While this approximation is not accurate, it gives some indication of the network latency, isolated from the latency values computed on the client. |
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| PolygonsRendered | The number of triangles rendered in one frame. This number also includes the triangles that are culled later during rendering. That means, this number does not vary a lot across different camera positions, but performance can vary drastically, depending on the triangle culling rate.|
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| PointsRendered | The number of points in point clouds rendered in one frame. Same culling criteria as mentioned above for `PolygonsRendered` apply here.|
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To help you assess the values, each portion comes with a quality classification like **Great**, **Good**, **Mediocre**, or **Bad**.
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This assessment metric provides a rough indication of the server's health, but it should not be seen as absolute. For example, assume you see a 'mediocre' score for the GPU time. It is considered mediocre because it gets close to the limit for the overall frame time budget. In your case however, it might be a good value nonetheless, because you are rendering a complex model.

articles/remote-rendering/reference/vm-sizes.md

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@@ -73,7 +73,7 @@ For the [example PowerShell scripts](../samples/powershell-example-scripts.md),
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### How the renderer evaluates the number of primitives
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The number of primitives that are considered for the limitation test are the number of primitives that are actually passed to the renderer. This geometry is typically the sum of all instantiated meshes, but there are also exceptions. The following geometry is **not included**:
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The number of primitives that are considered for the limitation test are the number of primitives (triangles and points) that are actually passed to the renderer. This geometry is typically the sum of all instantiated meshes, but there are also exceptions. The following geometry is **not included**:
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* Loaded model instances that are fully outside the view frustum.
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* Models or model parts that are switched to invisible, using the [hierarchical state override component](../overview/features/override-hierarchical-state.md).
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There are two ways to determine the number of primitives of a model or scene that contribute to the budget limit of the `standard` configuration size:
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* On the model conversion side, retrieve the [conversion output json file](../how-tos/conversion/get-information.md), and check the `numFaces` entry in the [*inputStatistics* section](../how-tos/conversion/get-information.md#the-inputstatistics-section). This number denotes the triangle count in triangular meshes and number of points in point clouds respectively.
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* If your application is dealing with dynamic content, the number of rendered primitives can be queried dynamically during runtime. Use a [performance assessment query](../overview/features/performance-queries.md#performance-assessment-queries) and check for the `polygonsRendered` member in the `FrameStatistics` struct. The `PolygonsRendered` field will be set to `bad` when the renderer hits the primitive limitation. The checkerboard background is always faded in with some delay to ensure user action can be taken after this asynchronous query. User action can, for instance, be hiding or deleting model instances.
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* If your application is dealing with dynamic content, the number of rendered primitives can be queried dynamically during runtime. Use a [performance assessment query](../overview/features/performance-queries.md#performance-assessment-queries) and check for the sum of the values in the two members `PolygonsRendered` and `PointsRendered` in the `PerformanceAssessment` struct. The `PolygonsRendered` / `PointsRendered` field will be set to `bad` when the renderer hits the primitive limitation. The checkerboard background is always faded in with some delay to ensure user action can be taken after this asynchronous query. User action can, for instance, be hiding or deleting model instances.
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## Pricing
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