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Editor FPS

A focused tool for game developers and editors to estimate FPS, benchmark scenes, and identify bottlenecks in real-time rendering workflows.

Editor FPS IconBold vector icon of a computer monitor displaying FPS bars to symbolize frames-per-second analysis.

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About This Tool

Editor FPS provides precise FPS estimates to help developers quantify real-time rendering performance across scenes and configurations. It is designed for game engine teams, graphics programmers, and performance QA that need repeatable, auditable metrics. The tool accepts timing data from experiments or logs and outputs standardized results that can be compared over time. Outputs are suitable for automation, dashboards, and integration into build pipelines.
Conceptually the tool consumes timing data in a structured form: total frames counted and the corresponding elapsed time in seconds; optional scene identifiers and sampling windows to segment measurements. It computes FPS as frames divided by time, frame time as time divided by frames multiplied by 1000 to yield milliseconds, and basic statistics such as min, max, average, and percentiles when multiple samples are provided. For per-scene inputs, metrics are aggregated by scene with a clear breakdown. The design prioritizes deterministic behavior and consistent unit handling.
Audience and value: development teams seeking to optimize the rendering pipeline, build engineers validating changes, and stakeholders who need objective performance data. Unique differentiators include per-scene breakdowns, flexible sampling windows, and straightforward export options that integrate with CI/CD, issue trackers, and performance dashboards. It supports automation by providing outputs that are readily consumable by scripts and data pipelines.
Examples: a developer compares FPS between two scene configurations by supplying frames and time for each, then reviews FPS, average frame time, and 95th percentile times. Another use case is tracking FPS across hardware revisions, ensuring measurable improvements. Limitations: measurements rely on input timing data; it does not profile background OS tasks or GPU-level timings unless such inputs are supplied.

How to Use

1. Provide inputs: enter frames and time in seconds; add optional scene name and samples if available.
2. Choose calculation approach: single run or aggregated samples.
3. Run calculation to produce FPS metrics and timing information.
4. Review outputs: fps, average frame time, min/max, and percentile data; view per-scene breakdown if provided.
5. Export results to CSV or JSON for reporting.

FAQs/Additional Resources

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Is this tool suitable for benchmarking hardware?

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CEO of Company

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CEO of Company

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John Doe

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CEO of Company

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John Doe

John Doe

CEO of Company

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John Doe

John Doe

CEO of Company

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