JOYLINK STUDIO

DOCUMENTATION / 07

Reading the performance example

A controlled frame-interval comparison, with its conditions intact.

One measured scenario

500 FootSoldier characters, White/Move, 1920×1080; Unity6000.4.5f1 Built-in / Direct3D12 Development Player, i7-14700K and RTX3050. Each of three modes had three runs, a 10-second warm-up per run and 1,800 sampled frames. The layout was an equal-depth separated static grid.

ModeMedian round-mean frame interval
Native Spine3.732 ms
GPU Player1.016 ms
GPU Crowd0.645 ms
Measured frame intervals for the specified scenario.
Measured frame intervals for the specified scenario.

What the numbers mean

These are frame intervals including instrumentation overhead, not CPU or GPU execution times. GPU timer readings were unreliable and excluded. The performance video is an animated data chart, not a real-time recording. Results do not establish URP performance, arbitrary-overlap sorting or universal acceleration.

Evaluate your project

Profile a representative build on your target hardware with your own compatible, licensed input. Keep clip, count, camera, resolution, pipeline and build settings consistent between runs. Compare visual output as well as timing. Atlas/mesh/material memory and CPU playback updates still exist; shared rendering is not zero CPU or zero memory.