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213 lines
6.0 KiB
Markdown
213 lines
6.0 KiB
Markdown
# Test Scenarios Document
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**Project**: Master's Thesis - Game Engine Performance Comparison
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**Date**: January 16, 2026
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**Author**: Krzysztof Rudnicki
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---
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## Overview
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This document defines the test scenarios for comparing Unity and Unreal Engine performance using bullet-hell games and NVIDIA Nsight profiling.
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---
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## Test Hardware
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*[Auto-generated by running: `./scripts/get_hardware_specs.sh`]*
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- **CPU**: [Your CPU model]
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- **GPU**: [Your GPU model]
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- **RAM**: [Your RAM amount]
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- **OS**: [Your OS version]
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---
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## Test Methodology
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### Game: Bullet-Hell (Unity & Unreal implementations)
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Both games implement identical gameplay mechanics:
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- Player-controlled ship
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- Enemy spawning system with escalating difficulty
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- Bullet pattern generation
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- Collision detection
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- 90-second survival mode
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### Performance Metrics to Capture
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1. **Frame Time** (ms) - Time to render one frame
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2. **FPS** (frames per second) - Derived from frame time
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3. **GPU Utilization** (%) - Percentage of GPU capacity used
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4. **Memory Usage** (MB) - VRAM and system RAM consumption
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5. **Draw Calls** - Number of draw calls per frame
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6. **Vertex Count** - Total vertices rendered per frame
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---
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## Test Scenarios
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### Scenario 1: Low Difficulty (Baseline)
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**Objective**: Establish baseline performance with minimal load
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**Parameters**:
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- **Bullet count on screen**: 50-100 bullets
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- **Active enemies**: 2-3 enemies
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- **Duration**: 30 seconds of gameplay
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- **Captures**: 5 frame captures at different moments
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**Expected Outcomes**:
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- Stable frame rate (60 FPS target)
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- Low GPU utilization (<50%)
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- Minimal memory usage
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**Nsight Capture Points**:
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- 5 seconds into scenario
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- 10 seconds into scenario
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- 15 seconds into scenario
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- 20 seconds into scenario
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- 25 seconds into scenario
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---
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### Scenario 2: Medium Difficulty
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**Objective**: Test performance under moderate load
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**Parameters**:
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- **Bullet count on screen**: 200-300 bullets
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- **Active enemies**: 5-7 enemies
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- **Duration**: 30 seconds of gameplay
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- **Captures**: 5 frame captures at different moments
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**Expected Outcomes**:
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- Moderate GPU utilization (50-70%)
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- Frame rate may drop slightly
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- Increased memory usage
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**Nsight Capture Points**:
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- 5 seconds into scenario
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- 10 seconds into scenario
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- 15 seconds into scenario
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- 20 seconds into scenario
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- 25 seconds into scenario
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---
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### Scenario 3: High Difficulty (Stress Test)
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**Objective**: Test performance under maximum load
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**Parameters**:
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- **Bullet count on screen**: 500+ bullets
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- **Active enemies**: 10+ enemies
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- **Duration**: 30 seconds of gameplay
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- **Captures**: 5 frame captures at different moments
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**Expected Outcomes**:
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- High GPU utilization (>70%)
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- Potential frame drops
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- Maximum memory usage observed
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**Nsight Capture Points**:
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- 5 seconds into scenario (system stabilizing)
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- 10 seconds into scenario (peak load)
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- 15 seconds into scenario (sustained load)
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- 20 seconds into scenario (peak load)
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- 25 seconds into scenario (sustained load)
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---
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## Data Collection Procedure
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### For Each Scenario:
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1. **Pre-test Setup**:
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- Close all background applications
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- Disable system updates
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- Set power mode to "High Performance"
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- Wait 5 minutes for system stabilization
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- Clear GPU/system caches
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2. **Unity Testing**:
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- Launch Unity bullet-hell game
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- Navigate to scenario (Low/Medium/High)
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- Start NVIDIA Nsight Graphics
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- Attach Nsight to Unity process
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- Play scenario for 30 seconds
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- Capture frames at designated time points (5 captures)
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- Save capture data with naming: `unity_[scenario]_capture_[N].nsight`
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- Export metrics to CSV: `unity_[scenario]_metrics.csv`
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3. **Unreal Testing**:
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- Close Unity completely
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- Wait 2 minutes for system cooldown
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- Launch Unreal bullet-hell game
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- Navigate to scenario (Low/Medium/High)
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- Start NVIDIA Nsight Graphics
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- Attach Nsight to Unreal process
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- Play scenario for 30 seconds
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- Capture frames at designated time points (5 captures)
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- Save capture data with naming: `unreal_[scenario]_capture_[N].nsight`
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- Export metrics to CSV: `unreal_[scenario]_metrics.csv`
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4. **Post-test Data Organization**:
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- Organize captures in folders: `data/nsight/unity/` and `data/nsight/unreal/`
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- Compile metrics into master spreadsheet: `performance_comparison.xlsx`
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- Take screenshots of key Nsight analysis views
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- Document any anomalies or issues observed
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---
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## Expected Data Outputs
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### Per Test Run (15 total: 3 scenarios × 5 captures):
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- Nsight capture file (.nsight)
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- Metrics CSV with frame time, FPS, GPU %, memory, draw calls, vertices
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- Screenshot of Nsight GPU trace
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- Screenshot of Nsight memory analysis
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### Aggregate Data:
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- Comparison table: Unity vs Unreal per scenario
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- Performance graphs showing all metrics
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- Statistical analysis (mean, std dev, min, max)
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---
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## Quality Assurance
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### Validation Checks:
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- [ ] All scenarios tested in both engines
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- [ ] 5 captures per scenario completed
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- [ ] All CSV metrics exported
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- [ ] Screenshots saved for all captures
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- [ ] Data organized in proper folder structure
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- [ ] No system crashes or anomalies during testing
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- [ ] Comparable conditions between Unity and Unreal runs
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### Data Integrity:
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- [ ] Frame times make sense (>0ms, <100ms typically)
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- [ ] GPU utilization in valid range (0-100%)
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- [ ] Memory values reasonable for game scope
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- [ ] No obvious outliers without explanation
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---
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## Timeline
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- **Day 1 (Thursday, Jan 16)**: Setup Nsight, run Scenario 1 on both engines
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- **Day 2 (Friday, Jan 17)**: Run Scenario 2 on both engines
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- **Day 3 (Saturday, Jan 18)**: Run Scenario 3 on both engines
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- **Day 4 (Sunday, Jan 19)**: Verify data, re-run any problematic captures, organize data
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---
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## Notes
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- If a capture fails, note the reason and retry
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- Document any differences in how scenarios are triggered in Unity vs Unreal
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- Pay attention to engine-specific optimizations that may affect results
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- Consider recording video of test runs for reference
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---
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**Status**: Ready for execution
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**Next Action**: Run `./scripts/get_hardware_specs.sh` to generate hardware specs for Chapter 4
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