Table of Contents

Struct TierBudgetMetrics

Namespace
Typhon.Engine
Assembly
Typhon.Engine.dll

Per-tier cost and entity count metrics from the previous tick (issue #234). Exposed on TierBudgetMetrics so game code (typically the TierAssignment CallbackSystem) can adaptively adjust tier boundaries based on actual tick cost vs. budget.

public struct TierBudgetMetrics
Inherited Members

Remarks

Computed at tick end from DurationUs aggregated by TierFilter. Systems targeting multiple tiers (e.g. Near) contribute equally to each matching tier.

On the first tick, all fields are zero (no previous-tick data). Game code should guard against BudgetMs == 0.

Fields

BudgetMs

Target tick duration: 1000f / BaseTickRate.

public float BudgetMs

Field Value

float

Tier0CostMs

Wall-clock cost in milliseconds of all systems with Tier0 in their tier filter.

public float Tier0CostMs

Field Value

float

Tier0EntityCount

Total entities processed by Tier 0 systems.

public int Tier0EntityCount

Field Value

int

Tier1CostMs

Wall-clock cost of Tier 1 systems.

public float Tier1CostMs

Field Value

float

Tier1EntityCount

Total entities processed by Tier 1 systems.

public int Tier1EntityCount

Field Value

int

Tier2CostMs

Wall-clock cost of Tier 2 systems.

public float Tier2CostMs

Field Value

float

Tier2EntityCount

Total entities processed by Tier 2 systems.

public int Tier2EntityCount

Field Value

int

Tier3CostMs

Wall-clock cost of Tier 3 systems.

public float Tier3CostMs

Field Value

float

Tier3EntityCount

Total entities processed by Tier 3 systems.

public int Tier3EntityCount

Field Value

int

TotalCostMs

Sum of all per-system execution times (including non-tier-filtered systems).

public float TotalCostMs

Field Value

float

UtilizationRatio

TotalCostMs / BudgetMs. 1.0 = fully utilized, >1.0 = overrun.

public float UtilizationRatio

Field Value

float