With the wave of full-platform game/application release, the demand for PC game/application development is increasing. PerfDog team has increased its support for PC platform performance data collection to provide a stable and feasible performance test scheme for PC R&D project.
Note: Some game protection schemes are strict, and third-party tools are strictly prohibited, which may result in failure to test or normal use of the game.
Use scenario:
1) Support win11/win10/win8.1/win8/win7.
2) DX9/DX11/DX12, 32-bit and 64-bit game testing are supported. If there is no FPS data, you can select DX version for testing according to the DX type of the project.
3)Support testing all application. Non-game testing will not have FPS, FrameTime and Render data.
Step 1: After opening PerfDog folder, right click PerfDog.exe to run as administrator.
Step 2: Click the device list menu and select Windows device.
Step 3: Start the application needs to be tested. The following steps take "League of Legends" as an example.
Step 4: Select the right target test process and start data collection.
Step 5: Switch to the test process and perform the test task.
Step 6: End the test and upload data.
a) Click to end the test on the PerfDog client.
b) Close the test process End the test.
c) Select data in the box and right click to upload to the cloud.
Step 7: Use the shortcut key Ctrl+R to quickly start recording/saving data in the target process window (Note: 'Recording' in the floating window means recording has started)
1) Select DX version for testing according to project DX type
a) AUTO: automatically identify the version used by the target application;
b) DX_ 9: The target application DX type is DX9;
c) DX_ 11: The target application DX type is DX11;
d) DX_ 12: The target application DX type is DX12.
2) Customize floating window opening mode and style: support to hide and display floating window, support to configure floating window position and font color
Floating window opening mode:
Floating window style:
3) Common shortcut key customization
1、 FPS (real average refresh times of game screen or application interface within 1 second, commonly known as frame rate/FPS)
a) Avg(FPS): Average FPS (the average FPS within a period)
b) Var(FPS): FPS variance (FPS variance within a period)
c) Drop(FPS): number of frame drops (average times of dropping adjacent two FPS points being more than eight frames within 1 hour)
d) Std (FPS): Standard deviation of frame rate (FPS standard deviation in a period of time)
2、 Jank (number of Janks within 1s, detail explanation refer to https://perfdog.wetest.net/article_detail?id=20&issue_id=0&plat_id=1)
a) BigJank: times of serious Jank within 1s
b) Jank (/10min): average number of Janks within 10min
c) BigJank(/10min): average number of serious Janks within 10min
3、 SmallJank (Capturing small caton based on Jank)
4、 Smooth (Frame stability index, which can evaluate the stability of game or application screen)
5、 Stutter (the proportion of Jank time during testing)
6、 FTime (Display time interval between two adjacent frames, i.e. FrameTime)
a) Avg(FTime): Average FrameTime
b) Delta(FTime): Incremental time (average time when the time interval between two adjacent frames is within 1 hour > 100ms)
c) Var(FTime): Variance of frame time
d) Std(FTime): Standard deviation of frame time
7、 CPU (cpu usage of current process)
a) AppCPU: Total CPU usage of current process
b) AppUserCPU: User space CPU usage of current process
c) AppKernelCPU: Kernel space CPU usage of current process
8、 Memory (memory usage of current process)
a) WorkingSet: The working set of a process is the set of pages in the virtual address space of the process that are currently resident in physical memory. detail explanation refer to https://learn.microsoft.com/en-us/windows/win32/memory/working-set
b) PrivateBytes: Private virtual memory of current process
c) VirtualBytes: Total virtual memory of current process, including shared, unshared, physical, pages and unallocated memory
d) PageFaults: Number of process memory page exceptions
e) AvailableMemory: System available memory
9、 GPUUsage (gpu usage of current process)
a) GTemp: GPU temperature
b) AppGUsage3D: Process 3D GPU engine usage
c) TotalGUsage3D: System 3D GPU engine usage
10、 GPU Memory Usage
a) AppDedicated: Dedicated GPU memory used by the process
b) AppShared: Shared GPU memory used by the process
c) Dedicated: Dedicated GPU memory used by the system
d) Shared: Shared GPU memory used by the system
11、 Render(render infomation of traget process, support dx9,dx11,dx12)
a) DrawCall: Average Draw Call per frame
b) Primitive: Average primitive count per frame
12、 IO (IO operation info of target process, including IO read and write)
a) IOReadCount: Read operation count
b) IOReadBytes: Read bytes
c) IOWriteCount: Write operation count
d) IOWriteBytes: Write bytes
13、 Thread
a) ThreadCount: Thread count
14、 Handle
a) HandleCount: Current process handle count