[SOLVED] Get FPS counter

Hi. I want to dynamically adjust the resolution based on fps counter but I can’t see the fps in production (can’t enable debug, so fps/stats is useless in production). Any suggestions? Thanks.

https://developer.playcanvas.com/ru/tutorials/frames-per-sec-fps-counter/

The code from your link:

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    function r(){f.legend.fps!==q&&(f.legend.fps=q,f.legend[T]=q?"FPS":"ms");K=q?b.fps:b.duration;f.count[T]=999<K?"999+":K.toFixed(99<K?0:d.decimals)}function m(){z=A();L<z-d.threshold&&(b.fps-=b.fps/Math.max(1,60*d.smoothing/d.interval),b.duration=1E3/b.fps);for(c=d.history;c--;)E[c]=0===c?b.fps:E[c-1],F[c]=0===c?b.duration:F[c-1];r();if(d.heat){if(w.length)for(c=w.length;c--;)w[c].el.style[h[w[c].name].heatOn]=q?g(h[w[c].name].heatmap,b.fps,0,d.maxFps):g(h[w[c].name].heatmap,b.duration,d.threshold,
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    U();b.tick=b.tickStart=function(){}};V();k()}var A,r=m.performance;A=r&&(r.now||r.webkitNow)?r[r.now?"now":"webkitNow"].bind(r):function(){return+new Date};for(var C=m.cancelAnimationFrame||m.cancelRequestAnimationFrame,M=m.requestAnimationFrame,r=["moz","webkit","o"],G=0,k=0,Z=r.length;k<Z&&!C;++k)M=(C=m[r[k]+"CancelAnimationFrame"]||m[r[k]+"CancelRequestAnimationFrame"])&&m[r[k]+"RequestAnimationFrame"];C||(M=function(a){var e=A(),g=Math.max(0,16-(e-G));G=e+g;return m.setTimeout(function(){a(e+
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I don’t need to show it. I just need to have a variable that holds its value (similar to this.app.stats.frame.fps) and I can’t find it in the code from the link you gave me. Can you please point out which part is it? Thanks.

Check how this timer works. You always have access to current update time via this script. In uprate section it calls “tick”.

I deleted most parts of the original code and left only necessary variables. Don’t forget to put this.fps.tick() in update and then you can simply get the current fps count by using this.fps.getFPS().

var Fps = pc.createScript('Fps');

(function(m, j) {
    function I() {
        var a = arguments,
            e;
        for (e in a[1])
            a[0][e] = a[1][e];
            return a[0];
    }
    function D(a, e) {
        var b = this,
            d = I({}, D.defaults, e || {}),
            W = 0,
            B = d.threshold,
            L = A() - B,
            z = [];
        b.fps = 0;
        b.tick = function() {
            z = A();
            W = z - L;
            B += (W - B) / d.smoothing;
            b.fps = 1E3 / B;
            L = z;
        };
        b.getFPS = function() {
            return b.fps;
        };
    }
    var A, r = m.performance;
    A = r["now"].bind(r);
    D.extend = I;
    window.FPSMeter = D;
    D.defaults = {
        smoothing: 10,
        threshold: 100
    };
})(window);
(function(m, j) {})(window, FPSMeter);

Fps.prototype.initialize = function() {
    this.fps = new FPSMeter();
};

Fps.prototype.update = function() {
    this.fps.tick();
    console.log(this.fps.getFPS());
);
2 Likes

My solution is below.

If you wish, you can save it somewhere in the “app” instead of outputting it to text element.

var FpsCounter = pc.createScript('fpsCounter');

// initialize code called once per entity
FpsCounter.prototype.initialize = function() {
    this.entity.framesCount = 0;
    this.entity.time = 0.0;
};

// update code called every frame
FpsCounter.prototype.update = function(dt) {
    this.entity.framesCount ++;
    this.entity.time += dt;
    if(this.entity.time >= 1){
        this.entity.time -= 1;
        this.entity.element.text = this.entity.framesCount;
        this.entity.framesCount = 0;
    }
};

This is if you need exactly the number of actual frames that have passed in this second, if you need to build a graph or smth for each frame - then accordingly you just need to get 1 / dt each frame (but since for visual display in the text field it would be too frequent updating - I chose the option above as more convenient for me to show fps changes every second)