![]() ![]() 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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