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Frame rate test method and system for virtual reality software

A technology of virtual reality and testing methods, applied in the field of virtual reality, can solve problems such as the inability to summarize data calculations, the inability to provide testers with software source codes, and the inability of testers to perform tests, etc.

Active Publication Date: 2019-08-27
FUJIAN TQ DIGITAL
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0006] Disadvantage 1: The engine does not provide an external data interface for the rendering data statistics window, and the data information in the rendering data statistics window cannot be called from the editor or outside the engine
[0007] Disadvantage 2: Testers can only view information related to the software frame rate during white-box testing, and most companies cannot provide the source code of the tester's software
As a result, testers cannot perform software frame rate tests during black-box testing
[0008] Disadvantage 3: The frame rate data provided by the engine's rendering data statistics window is the real-time data of view rendering. However, to measure whether the running frame rate of a virtual reality software meets the standard specification, it needs to be measured by the average frame rate of the software running. In order to more accurately evaluate the software quality reasonably
Moreover, the data cannot be automatically summarized and calculated during the test, useful test data is collected for data analysis, and test reports are generated

Method used

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  • Frame rate test method and system for virtual reality software
  • Frame rate test method and system for virtual reality software
  • Frame rate test method and system for virtual reality software

Examples

Experimental program
Comparison scheme
Effect test

Embodiment 1

[0099] Please refer to figure 1 , Embodiment one of the present invention is: a kind of frame rate test method of virtual reality software, is applicable to the virtual reality software based on development engine of Oculus platform, comprises the steps:

[0100] S11: Obtain a corresponding number of frames according to the preset number of times of data collection.

[0101] S12: Update the frames sequentially according to a preset graphics rendering rate; preferably, set the value of the graphics rendering rate to 1, so as to keep the graphics rendering rate of the virtual reality software in an optimal mode.

[0102] S13: Calculate and obtain the frame rate of each frame in the frame according to the update time interval of adjacent frames in the frame.

[0103] S14: Calculate and obtain an average frame rate according to the frame rate and the number of times of data collection.

[0104] S15: Compare the average value of the frame rate with the standard average value of t...

Embodiment 2

[0107] Please refer to figure 2 , this embodiment is a further expansion of the embodiment, the similarities will not be repeated, the difference is that before step S11, the following steps are also included:

[0108] S01: Build a server in virtual reality software and create a server socket;

[0109] S02: Build a client in an external test framework and create a client socket;

[0110] S03: The client sends a connection request to the server according to the IP address and port number of the server;

[0111] S04: After receiving the connection request, the server establishes a communication connection with the client;

[0112] S05: The client sends a frame rate test request to the server, and the data of the frame rate test request includes a preset data collection times and a preset graphics rendering rate. The frame rate test request may also include a calling instruction, and according to the calling instruction, the test process corresponding to the method of the fir...

Embodiment 3

[0116] Please refer to image 3 , this embodiment is a further expansion of step S13 of the embodiment, including the following steps:

[0117] S131: Obtain the update initial time of the update process, and at the same time obtain the first time loss for obtaining the update initial time; for example, the update initial time of the update process is a, and when a is obtained, there is a time loss in the execution of the function , assuming it is a', then get a' at the same time.

[0118] S132: Obtain the update start time of the first frame in the frames, and at the same time obtain the second time loss for obtaining the update start time; assuming that the update start time of the first frame is b, and simultaneously obtain the execution time loss of the function for obtaining b b'.

[0119] S133: According to the update initial time and the update start time of the first frame, calculate the update time interval of the first frame update; specifically, the update time int...

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Abstract

The invention discloses a frame rate test method and system based on virtual reality software. The method comprises the steps that according to a preset number of times of data collection, frames in a corresponding number are acquired; the frames are updated in sequence according to a preset graphic rendering rate; frame rates of all the frames are obtained through calculation according to an update time interval between the adjacent frames; a mean value of the frame rates is obtained through calculation according to the frame rates and the number of times of data collection; and the mean value of the frame rates is compared with a standard mean value of the frame rates. Through the method, the frame rates can be obtained through calculation, and whether the virtual reality software conforms to standard specifications can be known by comparing the frame rates with the standard mean value.

Description

technical field [0001] The invention relates to the technical field of virtual reality, in particular to a frame rate testing method of virtual reality software and a system thereof. Background technique [0002] With the development of virtual reality technology, more and more virtual reality software appears in people's life. As virtual reality software, immersion has always been at the core of user experience. At present, the biggest factor restricting the user's sensory experience is motion sickness, and the most direct cause of motion sickness is that the average running frame rate of virtual reality software cannot meet the specified standards, which leads to software delay. At present, there is a lack of testing schemes for software frame rate in the field of virtual reality software testing. [0003] At present, in the Unity3D engine, based on the underlying source code, the real-time statistics of the rendering data are realized. The statistical data eliminates th...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): G06F11/36
Inventor 刘德建曾捷林琛陈永康钟开华陈萍黄彬赖保宇
Owner FUJIAN TQ DIGITAL