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micro ms
micro total ms provides a granular breakdown of the GPU workload. While gpu_time_ms tracks the main render pass, micro total ms captures the entire hardware lifecycle, including driver handshakes and final buffer resolves.
- Formula: micro_driver_ms + gpu_time_ms + micro_resolve_ms
- Purpose: Identifies hidden "leakage" in the graphics pipeline that aggregate metrics miss.
This measures the "Driver Lag." It is the time taken by the CPU to translate high-level API calls (wgpu/Vulkan) into actual hardware binary.
- High values: Indicate you are calling too many small draw commands.
- The Fix: Use instancing or combine buffers to reduce the driver's workload.
This measures the time spent on the "clean up" phase. This includes:
- MSAA Resolve: Converting a multi-sampled buffer into a single-sampled one for display.
- MIP Generation: Calculating texture levels on the fly.
- The Fix: Lower your Anti-Aliasing (MSAA) settings if this number climbs.
In your log entry, micro_total_ms (7.03ms) is higher than the raw gpu_time_ms (6.93ms). That 0.1ms gap is the "Hidden Tax" of the graphics stack.
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Precision Triage: If
gpu_time_msis low butdelta_msis high, check these micro-metrics. You might find that the driver or the resolve phase is eating your frame budget. -
Driver Efficiency: Watching
micro_driver_msacross different kernels or GPU drivers (Mesa vs. Proprietary) reveals exactly which driver has the lower overhead for your specific hardware.
| Field | Observation | Likely Cause |
|---|---|---|
| micro_driver_ms | High (> 0.5ms) | Too many individual draw calls. Driver is overwhelmed. |
| micro_resolve_ms | High (> 0.5ms) | Expensive MSAA or heavy post-processing effects. |
| micro_total_ms | Matches delta_ms | Your GPU is 100% saturated. No room for error. |
For a high-performance engine, micro_total_ms should remain within 0.2ms of the raw gpu_time_ms. If the gap widens, you are losing performance to API overhead and pipeline "bubbles" rather than actual rendering complexity.