Communication between Origin and Renderer
Test - Check Scenario and Renderer logs
Scenario logs can be provided via the system report function and will display any dropped or missed packets. On the renderer side, similar functionality should be available.
Test - Inspect tracking data, compare tracking data locally vs when it's received via the network
Compare Wrangler recorded data with data captured on the renderer side. If Wrangler captured data shows dropped or duplicated frames then it suggests that the issue is not being caused by the network or synchronisation between the Origin and Renderer
Test - Is the issue seen when using a different protocol
The SDK Full protocol uses TCP/IP, while the FreeD and SDK LITE protocols utilise UDP. Check to see if the issue is consistent across the protocols
Test - Connect to the renderer directly
If the tracking data between the Origin and renderer is not point to point, make a temporary test with a direct network connection. This can remove the possibility of issues in the network layer, particularly if there are managed switches etc inline
Stuttering issues are generally observed when viewing the output of a render engine, as a result, it's important to isolate whether the issues are being generated during the rendering process as a result of a synchronisation issue or performance limitation.
The following tests are suggested to rule out problems on the rendering side
Test - Load a simple test scene
Use a known working test scene on the renderer side and observe to see if the stutter issue is more or less prevalent
Test - Compare Scenario calibration cones to renderer output
Sometimes it is possible to compare the calibration cones with a similar graphic on the rendering engine side, if issues are only seen on the renderer graphic is suggests that the stutter is being generated external of Scenario.
When viewing the calibration cones in Scenario, you must view them when "On Air" is disabled to ensure that the rendering is accurate (When On Air is active the viewport is degraded to ensure performance and shouldn't be used for diagnostic checks)
Test - Check GPU Profiler
The real time renderer should be able to provide a profiling tool to analyse or notify of rendering issues such as missed frames etc. Compare whether any issues in the profiler correspond to observed stutters
Test - Ensure Synchronisation is present on Renderer
Check to see that the renderer is synchronising data correctly with the camera signal. In Unreal Engine the "Timed Data Monitor" is designed for this and will indicate if there is a synchronisation issue present