The Performance Report compiles comprehensive information about your Composer setup, system hardware, and project performance into a single document. Use this report for troubleshooting issues, optimizing performance, comparing systems, or sharing diagnostic information.
Generating a Performance Report
To generate a Performance Report:
- Open the Analysis menu in the application menu bar.
- Select Create performance report...
The report is automatically copied to your clipboard and saved to the Reports folder in Composer's application folder. The saved file uses the format PerformanceReport_YYYYMMDD_HHMMSS.txt.
You can paste the report from the clipboard into a text editor, email, or support ticket, or access previously generated reports from the Reports folder.
Report Sections
Application Information
Identifies the Composer application version and license details.
| Field | Description |
|---|---|
| Application name | The name of the application. |
| Application release | The release version (e.g., R1 2026). |
| Application version | The full version number. |
| Application release name | The code name for the release. |
| License Type | The license type (e.g., PRO, Evaluation). |
| License Company | The company name associated with the license. |
| License Key | The license key identifier. |
| Host name | The computer's network name. |
Project Information
Details about the currently running project.
| Field | Description |
|---|---|
| Running project | The file path of the loaded project. |
| Project key | A unique identifier for the project. |
| Up-time | How long the project has been running (format: days.hours:minutes:seconds). |
| Frames processed | Total number of frames rendered since the project was loaded. |
| Number of congestive frames since start | Frames where processing time exceeded the available frame budget. A high number indicates system overload. |
| Frame rate | The project's frame rate (e.g., Fps2997 for 29.97 FPS). |
| Preferred Sync Source | The synchronization source for the rendering clock (typically System Clock or a Decklink input). |
| Preview renderer | The renderer used for the scene preview. |
| Live preview active | Whether the Live Preview broadcast is currently active. |
System Information
Information about the operating system and hardware.
| Field | Description |
|---|---|
| Environment | The operating system type (Windows or Linux). |
| OS version | The full operating system version string. |
| CPU | The processor model. |
| caption | The Windows edition name. |
| systemDirectory | The Windows system directory path. |
| manufacturer | The computer manufacturer. |
| model | The computer model name. |
| systemType | The system architecture (e.g., x64-based PC). |
| totalPhysicalMemory | Total installed RAM in megabytes. |
| userName | The current Windows user account. |
GPU Information
Details about the graphics card.
| Field | Description |
|---|---|
| GPU | The graphics card model. |
| clockRate | The GPU clock speed in Hz. |
| driverVersion | The installed NVIDIA driver version. |
| eccEnabled | Whether Error Correcting Code memory is enabled. |
| l2CacheSize | The L2 cache size in bytes. |
| memory | Total GPU memory in megabytes. |
| multiGPUBoard | Whether this is a multi-GPU board. |
| multiProcessorCount | The number of streaming multiprocessors. |
| tccDriverEnabled | Whether the Tesla Compute Cluster driver is enabled. |
Settings
Key Composer settings that affect performance.
| Field | Description |
|---|---|
| Lock GPU clocks | Whether the GPU clock locking feature is enabled. When enabled, prevents the GPU from reducing clock speeds during low load, resulting in more consistent processing times. |
Performance
Real-time performance metrics captured when the report was generated.
| Field | Description |
|---|---|
| Time-to-first-frame | Time taken to render the first frame after loading the project. |
| CPU Usage | Current CPU utilization percentage. |
| RAM Usage | Current memory usage. |
| RAM Usage Average/Max/Min (last 10 minutes) | Memory usage statistics over the last 10 minutes. |
| Processing time last 10k frames | Average processing time over the last 10,000 frames. |
| Processing time percentage | Processing time as a percentage of the available frame budget. Should not exceed 80-90% for stable operation. |
| GPU Power Usage Percentage | Current GPU power consumption as a percentage of maximum. |
| GPU Utilization | Current GPU utilization percentage. |
| GPU Temperature | Current GPU temperature in degrees Celsius. NVIDIA GPUs should not exceed 83°C. |
| GPU Power Management enabled | Whether NVIDIA "Prefer maximum performance" mode is active. |
| GPU Power State | Current GPU power state (0 = fastest, 8 = slowest). |
| GPU Encoder utilization | NVENC (hardware encoder) utilization percentage. |
| GPU Decoder utilization | NVDEC (hardware decoder) utilization percentage. |
| GPU PCIe Link Width | Number of PCIe lanes in use. x16 is recommended for NVIDIA GPUs. |
| GPU Memory Total/Used/Free | GPU memory statistics. |
Project Lifetime Statistics
Statistical analysis of processing times over the entire session.
| Field | Description |
|---|---|
| Warmup Delay | Delay before statistics collection begins (default: 10 seconds). |
| Warmup Complete | Whether the warmup period has completed. |
| Total Samples | Number of frames sampled for statistics. |
| Lifetime Mean | Average processing time across all sampled frames. |
| Lifetime Std Dev | Standard deviation of processing times, indicating consistency. Lower values mean more consistent performance. |
| Lifetime Min | Lowest recorded processing time and when it occurred. |
| Lifetime Max | Highest recorded processing time and when it occurred. |
| Max +Jitter | Largest positive deviation from the mean processing time. |
| Max -Jitter | Largest negative deviation from the mean processing time. |
| Frame Budget | Available time per frame based on the frame rate (e.g., 33.37 ms at 29.97 FPS). |
| Avg Headroom | Average remaining time after processing, shown in milliseconds and as a percentage. |
| Worst-case Headroom | Minimum headroom recorded, indicating how close the system came to missing frames. |
Scenes
Processing time breakdown for scenes.
| Field | Description |
|---|---|
| Scene name | Each scene listed with its average processing time in milliseconds. |
| Scenes count | Total number of scenes in the project. |
| Scenes total processing time | Combined processing time for all scenes. |
Inputs
Processing time for each input, sorted from highest to lowest. This helps identify which inputs consume the most resources.
| Field | Description |
|---|---|
| Input name | Each input listed with its average processing time in milliseconds. |
Sum Processing Time by Type
Total processing time grouped by component type, along with the instance count for each type. This section includes inputs, operators, and targets, making it useful for understanding which categories of components contribute most to overall load.
Detailed Performance Metrics
This section provides in-depth statistical analysis of performance across all components in the project.
Detailed metrics collection begins 10 seconds after the project is loaded. This warmup delay allows the system to stabilize before measurements begin.
| Field | Description |
|---|---|
| Warmup Delay | Time Composer waits after loading a project before collecting detailed metrics (default: 10 seconds). |
| Warmup Complete | Whether the warmup period has finished. If False, the metrics below may not yet be accurate. |
Summary by Category
Aggregated statistics for each component type: Scenes, Inputs, Operators, and Targets.
| Field | Description |
|---|---|
| Total Avg (10k) | Combined average processing time over the last 10,000 frames. |
| Total Lifetime Mean | Combined average processing time over the entire session. |
| Worst Lifetime Max | Highest processing time spike recorded for any component in the category. |
| Best Lifetime Min | Lowest processing time recorded for any component in the category. |
Top 10 Tables
Three ranked tables help identify performance issues:
Top 10 Worst Spikes (by Lifetime Max): Components with the highest processing time spikes. Use this to identify sources of intermittent performance problems.
Top 10 Highest Average (by 10k frame avg): Components consuming the most processing time on average. These are the primary candidates for optimization.
Top 10 Highest Jitter (Most Unstable): Components with the most inconsistent processing times. High jitter may indicate resource contention or system instability.
Detailed Per-Component Metrics
Complete statistics for every component, organized by type (Scenes, Inputs, Operators, Targets). Each table includes:
| Column | Description |
|---|---|
| Avg50 | Average processing time over the last 50 frames. |
| Avg10k | Average processing time over the last 10,000 frames. |
| Mean | Lifetime mean processing time. |
| StdDev | Standard deviation of processing times. |
| Min | Minimum recorded processing time. |
| Max | Maximum recorded processing time. |
| +Jitter | Maximum positive deviation from the mean. |
| -Jitter | Maximum negative deviation from the mean. |
Each category also identifies the component with the worst spike during the session.
Assets
Lists all media file paths used in the project. This is useful for verifying that assets are accessible and for identifying files with absolute paths that may need to be consolidated using the Media > Consolidate menu option.
Using the Performance Report
Troubleshooting Performance Issues
- Check Processing time percentage – values exceeding 80-90% indicate the system is near capacity.
- Review Number of congestive frames – a high count means frames are being dropped.
- Examine the Top 10 Worst Spikes table to identify components causing intermittent problems.
- Check GPU Temperature – temperatures above 83°C may cause thermal throttling.
- Verify GPU PCIe Link Width – confirm the GPU is using x16 lanes for optimal throughput.
Comparing Systems
When comparing performance across different hardware configurations, focus on:
- Processing time last 10k frames
- Lifetime Mean and Std Dev
- Avg Headroom percentage
- GPU Utilization and Power State
Sharing with Support
When contacting support, include the full Performance Report. It contains all the diagnostic information typically needed to identify performance issues.
Related Topics
For more information on optimizing Composer performance, see: