Frame Drop Percentage
Dropped frames as a percentage of all expected frames in the observation interval.
Description
Dropped frames as a percentage of all expected frames in the observation interval.
Frame Drop Percentage is a focused tool for the following task. Dropped frames as a percentage of all expected frames in the observation interval. It reports Drop Percent from the values you provide rather than inventing measurements, coefficients, or professional judgment that are not part of the input.
When to use Frame Drop Percentage
Use this virtual-reality calculation for a first-order display, optics, tracking, rendering, or latency estimate when all stages and units are explicitly defined.
- Dropped Frames
- Required number.
- Displayed Frames
- Required number.
The cited overview of Virtual reality supplies background for the terminology and domain context used by this tool.1
How Frame Drop Percentage works
Dropped frames as a percentage of all expected frames in the observation interval. Inputs are interpreted exactly in the displayed units and the calculation returns the following fields without presentation rounding.
- Drop Percent (percent)
- Returned number in percent.
Limitations and assumptions
- Lens calibration, per-eye geometry, display scanout, asynchronous pipelines, tracking filters, workload variation, user anatomy, and device firmware can make measured VR behavior differ from a serial model.
- Dropped Frames must be at least 0.
- Displayed Frames must be at least 0.
- Use finite inputs in the displayed units, preserve source measurements and assumptions, and independently verify consequential decisions.
Alternative or Complementary approaches
Validate the estimate on the target headset with calibrated motion, optical, frame-timing, and latency measurements under a representative workload.
References
-
Virtual reality — Wikipedia contributors
Similar or alternative tools
- Reprojection Ratio
Reprojected frames as a percentage of all displayed frames.
- Frame Rate From Refresh
Rendered frames per second when each rendered frame is displayed for a fixed number of display refreshes.
- Geometry Throughput Triangles Per Frame
Average triangles rendered per frame from triangles per second and rendered frames per second.