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Updated 14 Oct 2026 · 2 min read

Performance HUD ​

The Performance HUD is a debugging tool that shows real-time diagnostic information about how Orbit is performing on your system. It's especially useful with large, complex sessions: if something doesn't sound right — glitches, dropouts, or audio that isn't behaving as expected — the HUD can give an indication as to why.

Opening the HUD ​

  • Orbit → Toggle Performance HUD (⇧⌘P) — opens a floating window with real-time performance metrics.

Next to the Performance HUD title, a status pill reads OK, WARN or FAIL as an at-a-glance health summary.

Metrics to watch ​

MetricWhat it meansHealthy range / guidance
CPU UsageHost CPU usage sampleLow and steady; spikes with render time suggest contention
MemoryOrbit's memory useSteady during playback; continuous growth is worth reporting
Sample Rate / Buffer SizeDevice clock and buffer lengthBuffer 128–512 frames typical; unexpected changes = device switch
Render avg/p95/max (ms)Engine render time per bufferStay well below buffer duration (<25% is comfortable); p95/max near buffer size risk underruns
Load (%)Render time as % of buffer duration<50% steady is good; >75% sustained or spiky warrants attention
UnderrunsBuffer underrun count0 and not increasing. A single blip might be benign; rising counts during playback need attention
FaultsEngine fault count0; investigate any non-zero value
Active ObjectsObjects currently contributingMatches ADM expectation; big jumps without timeline changes suggest ADM/mute/solo issues
Event/Prep/Log QueuesInternal queue depthsNear zero or stable; growth correlates with contention or I/O stalls
BlocksTotal buffers renderedReference counter to align timing between runs
TransportEngine transport time (s)Should track playback; sanity check HUD sync

Video ​

Below the audio metrics, a Video section reports picture playback:

MetricWhat it means
Present fpsFrames presented per second
Interval p9999th-percentile time between presented frames (ms)
Jitter CoVHow uneven the frame cadence is (lower is smoother)
Scrub→pic p9999th-percentile time from a scrub to the new picture appearing (ms)
HoldsFrames where the same picture was held
DropsDropped frames
Path mixShare of recent frames drawn from the background render cache (B), composited live (L), or with no video at that point (G)
Held-skipShare of recent frames that were unchanged, so no new picture was needed

When to use ​

  • Investigate glitches: watch underruns and render p95/max.
  • Compare routing/mode changes: ensure active object counts and queues stay stable.

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