Reputation: 25
In unity3d I'm trying to read the system usage in order to see the CPU and RAM usage whilst a person is playing a VR game. I know how I can show it on the computer screen and how to keep it away from the players VR screen.
I have been looking all around Google for as far as I know. Most of them lead to the same answer which I cannot seem to get working correctly.
I have been checking out the post: https://answers.unity.com/questions/506736/measure-cpu-and-memory-load-in-code.html which leads me to the stackoverflow page: How to get the CPU Usage in C#?
In these posts they always get the problem of having the CPU usage stuck at 100%, even though this is incorrect. I have been trying the System.Threading.Thread.Sleep(1000). But this locks the entire game to 1fps due to it waiting 1 sec every second. And even with having 1fps I cannot get any other read than 100%.
In this code I'm using the Sleep thread which slows down the game to 1fps
using UnityEngine;
using System.Diagnostics;
using TMPro;
public class DebugUIManager : MonoBehaviour
{
private PerformanceCounter cpuCounter;
[SerializeField] private TMP_Text cpuCounterText;
private void Start()
{
cpuCounter = new PerformanceCounter("Processor", "% Processor Time", "_Total");
}
private void Update()
{
cpuCounterText.text = getCurrentCpuUsage();
}
private string getCurrentCpuUsage()
{
dynamic firstValue = cpuCounter.NextValue() + "% CPU";
System.Threading.Thread.Sleep(1000);
dynamic secondValue = cpuCounter.NextValue() + "% CPU";
return secondValue;
}
}
Whenever I change the
private string getCurrentCpuUsage()
{
dynamic firstValue = cpuCounter.NextValue() + "% CPU";
System.Threading.Thread.Sleep(1000);
dynamic secondValue = cpuCounter.NextValue() + "% CPU";
return secondValue;
}
to
private string getCurrentCpuUsage()
{
return cpuCounter.NextValue() + "%";
}
the game won't get dropped in fps, but it also doesn't do anything still.
I haven't been getting any error messages because it runs without issues. But I would really like to know how to get the CPU usage, so I can figure out the rest myself.
Any answers helping would be appreciated.
Upvotes: 0
Views: 5925
Reputation: 90590
I tried this and also couldn't get PerformanceCounter
to run correctly (always returned 100%
like for you)
However I've found a good alternative here and used it to re-build your DebugUIManager
on it
using System;
using System.Diagnostics;
using System.Linq;
using System.Threading;
using TMPro;
using UnityEngine;
public class DebugUIManager : MonoBehaviour
{
[Header("Components")]
[SerializeField] private TMP_Text cpuCounterText;
[Header("Settings")]
[Tooltip("In which interval should the CPU usage be updated?")]
[SerializeField] private float updateInterval = 1;
[Tooltip("The amount of physical CPU cores")]
[SerializeField] private int processorCount;
[Header("Output")]
public float CpuUsage;
private Thread _cpuThread;
private float _lasCpuUsage;
private void Start()
{
Application.runInBackground = true;
cpuCounterText.text = "0% CPU";
// setup the thread
_cpuThread = new Thread(UpdateCPUUsage)
{
IsBackground = true,
// we don't want that our measurement thread
// steals performance
Priority = System.Threading.ThreadPriority.BelowNormal
};
// start the cpu usage thread
_cpuThread.Start();
}
private void OnValidate()
{
// We want only the physical cores but usually
// this returns the twice as many virtual core count
//
// if this returns a wrong value for you comment this method out
// and set the value manually
processorCount = SystemInfo.processorCount / 2;
}
private void OnDestroy()
{
// Just to be sure kill the thread if this object is destroyed
_cpuThread?.Abort();
}
private void Update()
{
// for more efficiency skip if nothing has changed
if (Mathf.Approximately(_lasCpuUsage, CpuUsage)) return;
// the first two values will always be "wrong"
// until _lastCpuTime is initialized correctly
// so simply ignore values that are out of the possible range
if (CpuUsage < 0 || CpuUsage > 100) return;
// I used a float instead of int for the % so use the ToString you like for displaying it
cpuCounterText.text = CpuUsage.ToString("F1") + "% CPU";
// Update the value of _lasCpuUsage
_lasCpuUsage = CpuUsage;
}
/// <summary>
/// Runs in Thread
/// </summary>
private void UpdateCPUUsage()
{
var lastCpuTime = new TimeSpan(0);
// This is ok since this is executed in a background thread
while (true)
{
var cpuTime = new TimeSpan(0);
// Get a list of all running processes in this PC
var AllProcesses = Process.GetProcesses();
// Sum up the total processor time of all running processes
cpuTime = AllProcesses.Aggregate(cpuTime, (current, process) => current + process.TotalProcessorTime);
// get the difference between the total sum of processor times
// and the last time we called this
var newCPUTime = cpuTime - lastCpuTime;
// update the value of _lastCpuTime
lastCpuTime = cpuTime;
// The value we look for is the difference, so the processor time all processes together used
// since the last time we called this divided by the time we waited
// Then since the performance was optionally spread equally over all physical CPUs
// we also divide by the physical CPU count
CpuUsage = 100f * (float)newCPUTime.TotalSeconds / updateInterval / processorCount;
// Wait for UpdateInterval
Thread.Sleep(Mathf.RoundToInt(updateInterval * 1000));
}
}
}
Upvotes: 3