文档章节

Stat Commands

2steper
 2steper
发布于 2016/05/26 16:20
字数 676
阅读 23
收藏 0

Here is a list of currently available stat commands that can be entered into the console to aid with profiling. Remember, if you want anything to dump to the log, you'll need to actually set the editor/your game to have a log file by running it with the -log command:

UE4Editor.exe -silent LOG=MyLog.txt

This is necessary to get anything useful out of any of the "dump" commands.

Command spacer.png Description
stat Anim Shows how long skinned meshes are taking to compute per tick.
stat D3D11RHI / stat OpenGL Direct3D 11 or OpenGL RHI.
stat DumpEvents [-ms=0.1] [-all] Whenever an event is called (say from Blueprints, or for things like PhysX Task functions), they will be written to the log.

stat DumpFrame

[-ms=0.1]

This will write to the log information about the frame rendered right after the command is recieved.  
stat DumpHitches Anytime a "hitch" is detected based on t.HitchThreshold it will be written to the log.
stat Engine Shows general rendering stats like frame time as well as counters from the number of triangles being rendered.
stat Game Gives feedback on how long the various Gameplay Ticks are taking.
stat Grouped Disables stat Slow.
stat Hitches Set t.HitchThreshold to define the time in seconds that is considered a hitch. Will also dump all hitches to the log/visual studio debug e.g.[0327.87] LogEngine:Warning: HITCH @ 00m:01s:643ms,1643,72,2.
stat InitViews Displays information on how long visibility culling took and how effective it was. 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, but Visible Dynamic Primitives also factors in.
stat LightRendering Gives feedback on how long lighting and shadows are taking to render.
stat Memory Shows stats on how much memory is being used by various sub systems in Unreal Engine.
stat Particles Displays how long particle calculations are taking as well as sprite render time.
stat SceneRendering Shows general rendering statistics. This is a good starting point to find general areas of slow performance in the rendering process.
stat SceneUpdate Displays 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.
stat ShadowRendering Shows how long shadow calculations are taking, separate from actual shadow render time which is covered in stat LightRendering.
stat Slow [-ms=0.3] [-maxdepth=5]

This command will display stats for the game thread and the render thread. All stats will rendered as one big stats group. This command can be useful, if we don't have access to the profiler or the log file, or we want to test the basic performance of our game.

Here is the example in the running game:

statSlow1.png

This command can be configured as follows:

stat slow [-ms=1.0] [-maxdepth=4]

By default only stat items larger than 1.0 ms and stat items that are not nested more that 4 levels are displayed.

Be careful as lowering the ms or increasing the depth may affect the overall performance.

Stat slow is filtering anything lower than 0.1ms, to improve the performance and to avoid clutter. Here is an example of what you will get if you decrease your -ms and increase your -maxdepth:

stat slow -ms=0.3 -maxdepth=5

statSlow2.png

Stat slow can eat a lot of screen space, using stat slow again (or stat Grouped) will remove all visible stats groups. Further, if you enable other stats groups, the stat slow will be disabled as well.

stat Streaming Displays various statistics on streaming assets, like how much memory streaming textures are using, or how many streaming textures there are in the scene.
stat StreamingDetails More detailed statistics on streaming, like breaking down general texture streaming into more specific groups (lightmaps, static textures, and dynamic textures).
stat Unit Overall frame time as well as the game thread, rendering thread, and GPU times.
stat UnitGraph To see a graph with the stat unit data, use stat Raw to see the unfiltered data.

本文转载自:https://docs.unrealengine.com/latest/INT/Engine/Performance/StatCommands/index.html

共有 人打赏支持
2steper
粉丝 2
博文 14
码字总数 2043
作品 0
榆林
高级程序员
私信 提问
IPFS 命令大全

IPFS 命令大全 IPFS是一个分布式的全球文件系统,详细介绍参见: https://my.oschina.net/u/2306127/blog/839116 generated on 2017-04-01 10:53:32.701039,最新变化 https://ipfs.io/docs...

openthings
2018/01/17
12
0
zabbix监控docker

当然思路和脚本参考了网上的,但网上的那些有好多错误,以下为本人经过更改调试后的。 如有疑问可以联系我 QQ: 279379936,一起改进优化。 Centos6下安装easy_install # yum install python...

chengpeng21186
2016/12/29
0
0
Tig 1.0 发布,文本模式的Git浏览器

Tig 是一个 git 资源库浏览器,采用 ncurses 开发。 Tig 1.0 改进记录包括: Improvements: Use git-log(1)s default commit ordering. The old behavior can be restored by adding set co......

oschina
2012/05/11
1K
5
redis_stat 监控参数详解以及安装

1、参数内容 usedmemoryrss 从操作系统的角度, 返回 Redis 已分配的内存总量( 俗称常驻集大小) 。 这个值和 top 、 ps 等命令的输出一致, 包含了used_memory和内存碎片。 和 之间的比率 ...

arvin_qin
2017/05/26
0
0
redis监控状态connect命令

1、redis-benchmark redis基准信息,redis服务器性能检测 redis-benchmark -h localhost -p 6379 -c 100 -n 100000 100个并发连接,100000个请求,检测host为localhost 端口为6379的redis服务...

毛朱
2013/05/29
0
0

没有更多内容

加载失败,请刷新页面

加载更多

JFinal开发的旅游线路营销Saas平台演示系统我部署了一个

今天部署了一个旅游线路营销管理系统的演示版: 演示地址:http://lvyou.jfinalxueyuan.com 演示账号:(暂时只给一个门店版的吧,批发商和总部的如果需要 演示看看 单独联系我微信:1876673...

山东-小木
今天
2
0
如何学习大数据技术

学习大数据技术,首先要明确大数据的概念。 大数据的概念作者认为有如下几点: 1.数据的来源多样性。例如关系数据库+文本+excel等 2.数据量大。TB级别的数据。 3.业务应用领域。实时性高与实...

董黎明
今天
3
0
开箱即用(out-of-box)的Redis序列号生成器,不用再写任何代码,你值得拥有

先看整体效果 把简单的东西“傻瓜化”是软件开发追求的目标之一。请看下图: 左边是在 application.yml 里配置了3个生成器,右边可以直接注入到代码中使用,注意,不用写任何代码。这酸爽。 ...

花漾年华
今天
1
0
算法我也不知道有没有下一个---一个题目的开端(索引堆与图)

病痛了一周,折磨来折磨去,终于还是平静了下来,现在能把上周末"贯穿"学到的最后一个基础数据结构的知识给沉淀沉淀了。也是即将再单位分享的东西:图论。这东西,想当年大二,学校的时候,只...

心中的理想乡
今天
1
0
Synchronized和Lock的区别

锁类型: 可重入锁:在执行对象中所有的同步方法时,不必再次去获取锁 可中断锁:在等待获取锁过程中可中断 读写锁:对线程的读写分为两个部分,读过程中多线程可一起访问readLock,写过程中...

最胖的瘦子
今天
2
0

没有更多内容

加载失败,请刷新页面

加载更多

返回顶部
顶部