Calculate samples per second from time per pass instead of total render time. - #1911
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leMaik
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Aug 30, 2026
leMaik
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Aug 30, 2026
leMaik
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Aug 30, 2026
Fix ns to ms conversion. Co-authored-by: Maik Marschner <m.marschner@wertarbyte.com>
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The samples per second used to be just be the total number of samples divided by the total render time. This means that changes while rendering are not shown and the value is a big average.
#1497 tried to solve this by implementing a moving average. This PR re-calculates the SPS from the time per pass (divided by the samples per pass) after every rendering pass instead. Since we already calculate the elapsed time, this has almost no overhead.
I changed the time resolution to nanoseconds to avoid precision errors.
Closes #697
Supersedes #1497 (which inspired this)