Lists the results of CPU load measurements under a few conditions, using the sync/SyncProtocolProfiling
verification program included in the tests
folder of the CTR-Pia package.
The measurement conditions for rendering and sound processing differ significantly from those of a normal retail product. Refer to these measurements as just one guideline for development.
These estimates derive the CPU load for communication by subtracting the load for processes other than communication from the processing load that includes communication. A single CPU core on the application side working at full capacity is considered to be 100%.
Measurements that are expected to have some variation in the results are remeasured as needed. Assume that measurements that were not remeasured have only a small variation from the previous version.
Measurement Conditions
CTR-Pia | 4.10.3 |
CTR-NEX | 3.10.1 |
CTR-SDK | 11.5.0 |
Firmware | 0.25.0 |
ARMCC | 4.1 b1049 |
Build: fast / Release (enhanced application)
Game frame rate: 30 frames per second
Shared data size: 12 + 5 + 8 bytes (using three data IDs)
Send frequency (SyncProtocol::Setting::m_SendPeriod
): 1
Signature during communication: MD5
Dispatch is called twice for each game frame.
Use the IS-SNAKE DevKit connected wirelessly to a single router.
Measurement Results
The measurement values are written as (host)/(client).
Delay buffer: 5 game frames
Sync Protocol
4 units | 8 units | |
---|---|---|
Sync - Local | 1.51% / 1.43% | 2.12% / 2.08% |
Sync - Internet | 1.30% / 1.28% | 1.92% / 1.87% |
Frame drops are 2% each or fewer.
Reference: Build as a Standard Application
Sync Protocol
8 units | |
---|---|
Sync - Internet | 7.43% / 7.34% |