ABSTRACT
The purpose of these tests was to discover the performance implications and impact of Interactor IK on our applications. Our constant was the application and execution of events and code. Our experimental variable was the hardware data, which we changed with varying degrees of physical motion.
In the graph viewss, the app begins (fade up from black) at ~7500. Interactions begin at ~8000, and end at ~14000. Medical staff reaches for the bag with his right hand and places it on the patient’s face, and places his left hand on the side of the patient’s head. Several seconds pass, and the app ends itself.
EXPERIMENT DATA
The collected data shows a spike in latency on the GPU, a slight dip (within acceptable parameters) in framerate as interactions wrap up, and a substantial spike in the memory heap as interactions begin.
SCENE SETUP
A single Unity scene, containing 3 skinned meshes (Medical personnel, an infant, and a BVM bag, in this example), a simple floor plane, and simple lighting.
We wrote a simple automation script to ensure that every iteration of the test was the same length, and the interactions happened at the same time, then introduced variables that might change performance concerns.