Geometry Throughput Triangles Per Frame

Average triangles rendered per frame from triangles per second and rendered frames per second.

Description

Average triangles rendered per frame from triangles per second and rendered frames per second.

Geometry Throughput Triangles Per Frame is a focused tool for the following task. Average triangles rendered per frame from triangles per second and rendered frames per second. It reports Triangles Per Frame from the values you provide rather than inventing measurements, coefficients, or professional judgment that are not part of the input.

When to use Geometry Throughput Triangles Per Frame

Use this virtual-reality calculation for a first-order display, optics, tracking, rendering, or latency estimate when all stages and units are explicitly defined.

Triangles Per Second (tri/s)
Required number in tri/s.
Frames Per Second (fps)
Required number in fps.

The cited overview of Virtual reality supplies background for the terminology and domain context used by this tool.1

How Geometry Throughput Triangles Per Frame works

Average triangles rendered per frame from triangles per second and rendered frames per second. Inputs are interpreted exactly in the displayed units and the calculation returns the following fields without presentation rounding.

Triangles Per Frame (tri/frame)
Returned number in tri/frame.

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.
  • Triangles Per Second must be at least 0.
  • Frames Per Second 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

  1. Virtual reality — Wikipedia contributors

Similar or alternative tools

  • Frame Rate From Refresh

    Rendered frames per second when each rendered frame is displayed for a fixed number of display refreshes.

  • Spacewarp Frame Interpolation

    Generated in-between display frames per second when render rate is below display refresh; assumes exact rate division.

  • Frame Drop Percentage

    Dropped frames as a percentage of all expected frames in the observation interval.

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