#include <BenchmarkSettingsAsset.h>
Inherits AZ::Data::AssetData.
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static void | Reflect (AZ::ReflectContext *context) |
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uint64_t | m_primaryAssetByteSize = 1024 |
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uint64_t | m_dependentAssetByteSize = 0 |
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uint32_t | m_numAssetsPerDependency = 0 |
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uint32_t | m_dependencyDepth = 0 |
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AZ::DataStream::StreamType | m_assetStorageType = AZ::DataStream::StreamType::ST_BINARY |
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This provides a compact means of locally generating a large volume of test assets used for load benchmarks. The generated assets can be used for benchmarking asset loads in a variety of situations.
To use: In the LY Editor, go to the Asset Editor and create a new "Benchmark Settings Asset" asset. Set the following settings as appropriate for your test:
- "Asset Buffer Size": The number of bytes to save in the buffer for the top-level asset.
- "Dependent Asset Buffer Size": The number of bytes to save in the buffer for every asset below the top-level one.
- "Dependency Depth": The depth of the generated asset dependency tree.
- "Assets Per Dependency": The number of assets to generate per asset in the dependency tree.
- "Asset Storage Type": Whether to save the asset as JSON, XML, or BINARY. NOTE: With text-based formats, every byte in the asset buffer takes up 2 bytes in the final output.
Example tests and their associated settings:
- Load 1 100 MB asset: Asset Buffer Size: 100 MB Dependent Asset Buffer Size: 0 Dependency Depth: 0 Assets Per Dependency: 0
- Load 1 10 MB asset that directly depends on 100 1 MB assets: Asset Buffer Size: 10 MB Dependent Asset Buffer Size: 1 MB Dependency Depth: 1 Assets Per Dependency: 100
- Load 1 10 MB asset that depends on 5 1 MB assets, each of which also depends on 5 1 MB assets: Asset Buffer Size: 10 MB Dependent Asset Buffer Size: 1 MB Dependency Depth: 2 Assets Per Dependency: 5
The documentation for this class was generated from the following file:
- Code/Framework/AzFramework/AzFramework/Asset/Benchmark/BenchmarkSettingsAsset.h