![]() Note: Stop this operation with the stat StopFile command. Starts a statistics capture, creating a new file in the Profiling directory. Shows how long shadow calculations are taking, separate from actual shadow render time which is covered in stat LightRendering. ![]() This is a good starting point to find general areas of slow performance in the rendering process.ĭisplays information about updating the world, including the time taken to add, update, and remove lights as well as add and remove primitives in the scene. Shows RHI command list with performance statistics. Lists render thread commands with performance information.ĭisplays RHI memory and performance statistics. Shows memory and performance statistics for Render Target Pool. Quickly displays groups of overall performance data. Shows particle system performance information.ĭisplays PhysX Vehicle Manager statistics.ĭisplays PlayerController performance information. Shows performance and memory information for the navigation system.ĭisplays object memory and performance information.ĭisplays a list of parallel commands with their performance information. Shows memory statistics about static meshes.Įnables named events for external profilers. Shows statistics on how much memory is being used by various subsystems in Unreal Engine. Shows performance information of math operations. ĭisplays Low Level Memory Tracker (LLM) counters. ![]() Gives feedback on how long lighting and shadows are taking to render.ĭisplay groups of statistics or saved sets or statistics within a specified group with usage. Visible section count is the single most important stat with respect to rendering thread performance, and that is dominated by Visible Static Mesh Elements under STAT INITVIEWS however, Visible Dynamic Primitives also factors in. ![]() Will also dump all hitches to the log/visual studio debug, for example LogEngine:Warning: HITCH 00m:01s:643ms,1643,72,2.ĭisplays information for the Windows Text Input Method System.ĭisplays information on how long visibility culling took and how effective it was. Set t.HitchFrameTimeThreshold to define the time in seconds that is considered a hitch. Shows performance and memory statistics for the Geometry Cache system.ĭisplays performance information for GPU particles. Gives feedback on how long the various Gameplay Ticks are taking. Shows general rendering stats like frame time as well as counters from the number of triangles being rendered.ĭisplays Frames per Second (FPS) counter. Shows how long skinned meshes are taking to compute per tick.ĭisplays Async loading performance statistics.Īudio statistics, such as wave instances or buffer performance.Ĭanvas statistics, showing performance information for Canvas user interface items, such as tiles, borders, and text.ĭisplays performance, debug, and memory information for collisions.ĭisplays a list of commands with their performance information.ĭisplays a list of components with their performance information.ĭisplays Derived Data Cache (DDC) statistics.Īnytime a "hitch" is detected based on t.HitchFrameTimeThreshold, it will be written to the log. Displays Perception System and Overall AI performance information.ĭisplays performance, debug, and memory statistics for the Environment Query System (EQS).ĭisplays performance and memory statistics for Behavior Tree.ĭisplays performance and step information for the Crowd Manager. ![]()
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