Show the frame rate the measured times allow in the overlay (#275)
game-maker / gate (push) Successful in 2m35s
game-maker / suite (push) Successful in 11m46s

The fps line of the performance overlay stops at the display's rate,
60 on most screens. It does not tell how much room a game has left.
The new top line answers that from the times the overlay measures.

- possibleFps in src/editor/frameMeter.ts is 1000 ms over the sum of
  the five areas, rounded down. It has no number while nothing took
  any time, and the overlay shows a dash then.
- The editor's share is in the sum, because it costs time while
  playing in the editor. A released game can do a little better.
- It is an upper bound. The GPU's time is not measured and not in it.
- e2e 59e reads the lines one further down and checks the new line
  against the times it measured itself.

Tests:
- Unit frame-meter: 11 passed (+2 for possibleFps)
- Gate: 197 files, 2855 tests, CHECK EXIT 0 (2853 + 2)
- e2e 59: ALL PASSED, 19 checks (+1), on melektaus-atx
- Counter-check: possibleFps without the editor's share fails the
  unit test
- The e2e total of 1602 is counted (1601 + 1), not measured

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-09-30 11:18:39 +02:00
1 parent 77f4c2c1a3
commit f14c4ecb77
4 files changed
+43 -8

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+1 -1
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@@ -45,7 +45,7 @@ npm run build # writes dist/ and regenerates index.html; the folder is wh
The browser suite and the three example games need a machine with a GPU:
```bash
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1601 checks (GM_STEPS=20 for one step)
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1602 checks (GM_STEPS=20 for one step)
# every tool signs in first – see the Accounts page
node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
+11
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@@ -24,10 +24,21 @@ export interface PerformanceReading {
times: FrameTimes | null;
}
/**
* The frames a second the measured work would allow if nothing waited for the display: a second
* over what a frame takes in all areas. Only the main thread counts, the GPU's share is not in it.
*/
export function possibleFps(times: FrameTimes): number | null {
const total = FRAME_AREAS.reduce((sum, area) => sum + times[area], 0);
return total > 0 ? Math.floor(1000 / total) : null;
}
/** What the overlay shows, one area a line; a dash stands for what has not been measured yet. */
export function performanceLines({ fps, entities, times }: PerformanceReading): string[] {
const width = Math.max(...FRAME_AREAS.map((area) => LABELS[area].length));
const possible = `${(times && possibleFps(times)) ?? '–'} fps`;
return [
`${'Possible'.padEnd(width)} ${possible.padStart(9)}`,
`${fps ?? '–'} fps · ${entities} ${entities === 1 ? 'entity' : 'entities'}`,
...FRAME_AREAS.map((area) => {
const ms = times ? `${times[area].toFixed(2)} ms` : '– ms';
+18 -1
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@@ -4,7 +4,7 @@
* each system it ticked – and only those.
*/
import { describe, expect, it } from 'vitest';
import { FrameMeter, performanceLines } from '../../src/editor/frameMeter';
import { FrameMeter, performanceLines, possibleFps } from '../../src/editor/frameMeter';
import type { System } from '../../src/runtime/systems/System';
import { World } from '../../src/runtime/World';
import { makeSpriteScene } from '../helpers';
@@ -69,6 +69,7 @@ describe('FrameMeter', () => {
describe('performanceLines', () => {
it('shows dashes until there is something measured', () => {
expect(performanceLines({ fps: null, entities: 1, times: null })).toEqual([
'Possible – fps',
'– fps · 1 entity',
'Behaviors – ms',
'Physics – ms',
@@ -81,6 +82,7 @@ describe('performanceLines', () => {
it('lines the numbers up in milliseconds with two decimals', () => {
const times = { behaviors: 1.234, physics: 12.5, animation: 0, drawing: 3, editor: 0.006 };
expect(performanceLines({ fps: 60, entities: 128, times })).toEqual([
'Possible 59 fps',
'60 fps · 128 entities',
'Behaviors 1.23 ms',
'Physics 12.50 ms',
@@ -91,6 +93,21 @@ describe('performanceLines', () => {
});
});
describe('possibleFps', () => {
it('is a second over what a frame takes in all areas, rounded down', () => {
expect(possibleFps({ behaviors: 0.5, physics: 0.25, animation: 0, drawing: 0.75, editor: 0.5 })).toBe(
500,
);
expect(possibleFps({ behaviors: 0.1, physics: 0.1, animation: 0.1, drawing: 0.1, editor: 0.3 })).toBe(
1428,
);
});
it('has no number while nothing took any time', () => {
expect(possibleFps({ behaviors: 0, physics: 0, animation: 0, drawing: 0, editor: 0 })).toBeNull();
});
});
describe('World.timeSystem', () => {
function counting(runsWhilePaused = false): System & { runs: number } {
return {
+13 -6
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@@ -142,7 +142,8 @@ export async function whilePlaying(t) {
);
// 59e. The performance overlay (#275): switched on in the game tab's header, it shows over a
// running game only, top left – fps, the entities the world has, and a time per area.
// running game only, top left – the fps the times allow, fps, the entities the world has,
// and a time per area.
const performance = () => json('__gm.gamePerformance()');
await showTab('game');
await click((await performance()).button.x, (await performance()).button.y);
@@ -171,19 +172,25 @@ export async function whilePlaying(t) {
);
check(
'it counts the entities the running world has',
measured?.entities === running.entities && overlay.lines[0]?.includes(`· ${running.entities} entities`),
JSON.stringify({ measured, entities: running.entities, line: overlay.lines[0] }),
measured?.entities === running.entities && overlay.lines[1]?.includes(`· ${running.entities} entities`),
JSON.stringify({ measured, entities: running.entities, line: overlay.lines[1] }),
);
check(
'and shows the fps and a time for each of the five areas, drawing included',
/^\d+ fps/.test(overlay.lines[0] ?? '') &&
overlay.lines.length === 6 &&
overlay.lines.slice(1).every((line) => / \d+\.\d\d ms$/.test(line)) &&
/^\d+ fps/.test(overlay.lines[1] ?? '') &&
overlay.lines.length === 7 &&
overlay.lines.slice(2).every((line) => / \d+\.\d\d ms$/.test(line)) &&
times.length === 5 &&
times.every((ms) => Number.isFinite(ms) && ms >= 0) &&
measured.times.drawing > 0,
JSON.stringify(overlay.lines),
);
const possible = Math.floor(1000 / times.reduce((sum, ms) => sum + ms, 0));
check(
'on top it shows the fps the measured times would allow, a second over their sum',
new RegExp(`^Possible +${possible} fps$`).test(overlay.lines[0] ?? '') && possible > 0,
JSON.stringify({ line: overlay.lines[0], possible }),
);
await shot('59c-performance');
await click(overlay.button.x, overlay.button.y);
const switchedOff = await performance();