Measures and measurements

All client libraries support measures and measurements. You define a measure, then provide measurement values related to that measure, which can then be stored in a time series database and visualized in a controlled manner. Define an interval in your measure, do your measurements at x Hz, and the measurements average/min/max will be recorded in a tumbling window at the specified interval.

Some C# code might help explain the concept:

// Send FPS updates every third second. 
// Measure is registered and published automatically on first measurement.
public class MySimulator {
    Measure fps = new Measure {
        Id = "FPS",
        Title = "Frames per second",
        Unit = "Hz",
        Interval = 3f
    }

    void Update(float deltaTime) {
        rti.Measure(fps, 1f / deltaTime);
    }
}

In Unity, implement a measure by deriving from the RTIMeasure component.

In Unreal, add an RTI Measure component to any actor, and use its Measure function in a blueprint, e.g. on the tick event or whenever the measured value is changed.


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