Profiler graph: Difference between revisions
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The profiler graphs show the performance of Minetest in a more detailed fashion. This information is useful for engine developers. The profiler graphs are shown when you hit the debug key (<kbd>F5</kbd> by default) twice. | |||
[[File:Profiler graph.png]] | |||
The following graphs are available: | |||
* '''rudp_rtt''': ??? | |||
* '''rudp_jitter''': ??? | |||
* '''packets_lost''': ??? | |||
* '''num_processed_meshes''': The engine generates geometric meshes from MapBlock data for drawing. This is the number of those meshes that finished generating in each frame. | |||
* '''mainloop_sleep''': If the game runs at a faster rate than <code>wanted_fps</code>, a sleep is inserted into each frame after drawing in order to not consume excess resources; this is that sleep time in seconds. | |||
* '''mainloop_other''': Time (in seconds) spent in each frame for everything else than drawing. | |||
* '''mainloop_dtime''': Total time (in seconds) spent per frame (<code>mainloop_other + mainloop_draw + mainloop_sleep</code>); FPS = 1 divided by this, averaged. | |||
* '''mainloop_draw''': Time (in seconds) spent in each frame for drawing (rendering). | |||
* '''client_received_packets''': Number of received high-level protocol packets in each frame. | |||
== See also == | |||
* [https://wiki.minetest.net/Debug Debug] | |||
[[Category:Debugging]] | |||
[[Category:Core Engine]] |
Latest revision as of 13:06, 26 June 2020
This article is incomplete. Please help expand this article to include more useful information. |
The profiler graphs show the performance of Minetest in a more detailed fashion. This information is useful for engine developers. The profiler graphs are shown when you hit the debug key (F5 by default) twice.
The following graphs are available:
- rudp_rtt: ???
- rudp_jitter: ???
- packets_lost: ???
- num_processed_meshes: The engine generates geometric meshes from MapBlock data for drawing. This is the number of those meshes that finished generating in each frame.
- mainloop_sleep: If the game runs at a faster rate than
wanted_fps
, a sleep is inserted into each frame after drawing in order to not consume excess resources; this is that sleep time in seconds. - mainloop_other: Time (in seconds) spent in each frame for everything else than drawing.
- mainloop_dtime: Total time (in seconds) spent per frame (
mainloop_other + mainloop_draw + mainloop_sleep
); FPS = 1 divided by this, averaged. - mainloop_draw: Time (in seconds) spent in each frame for drawing (rendering).
- client_received_packets: Number of received high-level protocol packets in each frame.