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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
| Metric | What it means | Healthy range / guidance |
|---|---|---|
| CPU Usage | Host CPU usage sample | Low and steady; spikes with render time suggest contention |
| Memory | Orbit's memory use | Steady during playback; continuous growth is worth reporting |
| Sample Rate / Buffer Size | Device clock and buffer length | Buffer 128–512 frames typical; unexpected changes = device switch |
| Render avg/p95/max (ms) | Engine render time per buffer | Stay 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 |
| Underruns | Buffer underrun count | 0 and not increasing. A single blip might be benign; rising counts during playback need attention |
| Faults | Engine fault count | 0; investigate any non-zero value |
| Active Objects | Objects currently contributing | Matches ADM expectation; big jumps without timeline changes suggest ADM/mute/solo issues |
| Event/Prep/Log Queues | Internal queue depths | Near zero or stable; growth correlates with contention or I/O stalls |
| Blocks | Total buffers rendered | Reference counter to align timing between runs |
| Transport | Engine transport time (s) | Should track playback; sanity check HUD sync |
Video
Below the audio metrics, a Video section reports picture playback:
| Metric | What it means |
|---|---|
| Present fps | Frames presented per second |
| Interval p99 | 99th-percentile time between presented frames (ms) |
| Jitter CoV | How uneven the frame cadence is (lower is smoother) |
| Scrub→pic p99 | 99th-percentile time from a scrub to the new picture appearing (ms) |
| Holds | Frames where the same picture was held |
| Drops | Dropped frames |
| Path mix | Share of recent frames drawn from the background render cache (B), composited live (L), or with no video at that point (G) |
| Held-skip | Share 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.
