Sample Lab Scenes
DeviceFit includes three specialized, ready-to-run benchmark scenes located in Assets/Decnet/DeviceFit/Samples/.
These scenes allow you to test and verify the entire 11-step tuning loop in under 10 minutes without risking or modifying your production game assets.
Sample Scenes:
├── Lab_Courtyard_GPUShadows.unity <── GPU Shading & Shadow Cascade Stress
├── Lab_Interaction_CPUSpikes.unity <── CPU Raycast & GC Memory Spikes
└── Lab_Memory_TextureWall.unity <── VRAM & Platform Texture Importer Downscaling
1. Lab_Courtyard_GPUShadows.unity
Scene Target: Stress GPU rasterization, high-resolution shadow maps, and distance culling.
Active Route: Courtyard_Tour_Route.asset
Expected Bottleneck: GPU_SHADOWS_AND_RASTER
Scene Architecture
- High-density procedural architecture with intricate pillar geometry.
- Real-time directional sunlight configured with 4 shadow cascades and a 150-meter shadow distance.
- Pre-bound camera route (
Courtyard_Tour_Route) with 4 waypoints, including visual comparison checkpoints.
What to Test
- Open the scene and click Tools > Decnet > DeviceFit > Experiment Desk.
- Run 1. Capture Baseline to establish reference frame times.
- Observe the bottleneck diagnosis:
GPU_SHADOWS_AND_RASTER (Confidence: HIGH). - Run candidate trials to evaluate shadow distance reduction (150m $\to$ 80m) and cascade count reduction (4 $\to$ 2).
- Compare visual shadow fidelity in the Captures & Comparisons window.
2. Lab_Interaction_CPUSpikes.unity
Scene Target: Isolate CPU main thread overhead, batching limits, and GC allocation spikes.
Active Component: CpuSpikeFixtureAdapter
Expected Bottleneck: CPU_MAIN_THREAD / MEMORY_GC_PRESSURE
Scene Architecture
- A dynamic interaction arena featuring the
CpuSpikeFixtureAdaptercomponent. - The fixture generates controlled CPU workloads:
- Multi-threaded and single-threaded physics Raycast sweeps against dense obstacle colliders.
- Periodic GC allocation bursts (simulating unpooled particle or string allocation churn).
What to Test
- In the Experiment Desk, observe that frame times spike intermittently above the $p95$ budget.
- Review the bottleneck verdict:
CPU_MAIN_THREADorMEMORY_GC_PRESSURE. - Test LOD bias adjustments (1.0 $\to$ 0.75) to relieve the CPU render thread.
3. Lab_Memory_TextureWall.unity
Scene Target: Verify reversible platform texture downscaling and VRAM reduction.
Procedural Assets: TextureWall_Panel_A.png through Panel_D.png (2048x2048)
Expected Bottleneck: Texture Memory Bandwidth / VRAM Footprint
Scene Architecture
- A gallery of quad surfaces mapped with high-resolution 2048 procedural textures (
TextureWall_Panel_AthroughPanel_D). - Designed to test
TextureTrialBuildService.cs(DF-T05).
What to Test
- In the Experiment Definition, enable
allowTextureLimits = true. - Run candidate trials. DeviceFit applies a temporary platform override downscaling the textures to $1024$ and $512$.
- The asset database re-imports the textures, measures frame times and memory footprint, and then cleanly restores the original 2048 settings with zero manual intervention.