The GameBench ProNet Windows Tool collects a multitude of different metrics to allow the analysis of a networks performance whilst using realtime, low latency apps like games or video conferencing. GameBench ProNet splits collected metrics into 2 categories;
- Primary Metrics - These are the metrics that define the users experience
- Secondary Metrics - These are Key Performance Indicators (KPI) that may impact a users experience and can be used to track the source of a user experience issue highlighted by the primary metrics
For any support queries or feedback please contact GameBench support at firstname.lastname@example.org
Primary metrics include;
- Frames per second
- Input to action user latency
- Image quality
Input to action latency
Input to action latency is the time between the user triggering an input (eg left mouse click) to the user seeing the corresponding action on screen (eg muzzle flash).
On a native game (a game rendered on the users device) this is heavily influenced by the user’s device specs, and is closely tied to how fast the game can render a frame.
When cloud gaming (a game that is rendered remotely and streamed to a users device), the network the user’s device is connected to has a significant impact on the input to action latency. Despite this it is possible to achieve input to action figures of below 60ms, which is better than current gen consoles; this is possible due to the fact a game can achieve much greater frame rates on a could server compared to a console.
As well as primary user experience metrics ProNet measures a range of secondary metrics including device KPI’s and network KPI’s. For more information see the Metric Details