View performance data

July 4, 2022

View performance data

When the game is running, enter “/profiler” in the game chat window, or call the interface “UI:openSystemWindow(“profiler”)” in the client script to open the performance statistics panel.

Through this panel, you can view the frame rate, CPU, rendering, memory and other data of the current game.

Basic data definition:

Data Name Description
FPS The number of rendered frames per second for the game. Usually, it is necessary to keep the FPS stable and above 30, and the game will not feel obvious lag.
CPU-Main The total time spent by the CPU to process a frame (rendering time + logic time).
CPU-Render thread CPU-Rendering time for one frame.
Batches The total number of batches processed within a frame. The higher the number, the longer the rendering time.
Tris The total number of triangles rendered in the current field of view. The higher the number, the longer the rendering time.
Verts The total number of vertices rendered in the current view. The higher the number, the longer the rendering time.
SetPass calls The number of times in a frame to toggle the shader pass used to render game objects. The higher the number, the longer the rendering time.

Memory data definition:

Data Name Description
Textures Count/Memory The total number of textures loaded for the current frame and the total amount of memory used.
Meshes Count/Memory The total number of Meshes objects loaded in the current frame and their total memory usage.
Parts Count/Memory The total number of loaded Parts in the current frame and the total amount of memory used.
MeshParts Count/Memory The total number of meshParts loaded in the current frame and their total memory usage.
Unions Count/Memory The total number of Unions loaded in the current frame and their total memory usage.
Entities Count/Memory The total number of entities loaded for the current frame and their total memory usage.
Animation Count/Memory The total number of animations loaded for the current frame and the total amount of memory used.
Audio Count/Memory The total number of animations loaded for the current frame and the total amount of memory used.