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StatsDescriptions
Stat Command Descriptions
Document Summary: Detailed description of stats supported by the engine. Document Changelog: Created by Daniel Wright.- Stat Command Descriptions
- Overview
- STAT FPS
- STAT LEVELS
- STAT UNIT
- STAT ANIM
- STAT ASYNCIO
- STAT AUDIO
- STAT BEAMPARTICLES
- STAT CANVAS
- STAT CHARACTERLIGHTING
- STAT COLLISION
- STAT D3D10RHI
- STAT D3D9RHI
- STAT DECALS
- STAT DEFAULTSTATGROUP
- STAT ENGINE
- STAT FACEFX
- STAT FLUIDS
- STAT FPSCHART
- STAT GAME
- STAT MEMLEAN
- STAT MEMORY
- STAT XBOXMEMORY
- STAT MEMORYCHURN
- STAT MESHPARTICLES
- STAT NET
- STAT OBJECT
- STAT OCTREE
- STAT PARTICLES
- STAT PATHFINDING
- STAT PHYSICS
- STAT PHYSICSCLOTH
- STAT PHYSICSFIELDS
- STAT PHYSICSFLUID
- STAT SCENERENDERING
- STAT SCENEUPDATE
- STAT SHADERCOMPILING
- STAT STATSYSTEM
- STAT STREAMING
- STAT THREADING
- STAT TRAILPARTICLES
- STAT UI
Overview
This document contains a breakdown of the various stat commands supported by the engine. These are available in all platforms. Please see StatsDescriptionsXenon and StatsDescriptionsPS3 for console-specific stats. Commands are executed from the console window as follows:stat <command>
Standalone
STAT FPS
STAT LEVELS
Stat levels displays a list of currently active levels and displays their status through color coding. Streaming levels are grouped under the persistant level. The number of seconds next to the level name is the time it took from load request to load finish.Color Coding
Red - Level is loaded and visible.Orange - Level is in the process of being made visible.
Yellow - Level is loaded but not visible.
Blue - Level is unloaded but still resident in memory, will be cleaned up when garbage collection occurs.
Green - Level is unloaded.
Purple - Level is preloading.
STAT UNIT
Groups
STAT ANIM
STAT ASYNCIO
STAT AUDIO
Audio Update Time: total time updating all things audio (overall time taken in AudioDevice::Update). Gathering WaveInstances: collecting, sorting and prioritizing all potential audio sources. Processing Sources: stopping and starting the sound sources that will be heard. Source Init: initialization of all sound sources. Buffer Creation: creation of a sound asset (e.g. Upload of PCM data to OpenAL). Updating Sources: time taken to update the sound sources (position, velocity, volume, pitch, etc.). Updating Effects: time taken to apply audio effects (reverb, LPF, EQ). Prepare Vorbis Decompression: initializing the vorbis stream for decompression. Decompress Audio: time taken to decompress audio (currently, only vorbis). Prepare Audio Decompression: initializing of sound decompression in general (currently, only vorbis data). Decompress Vorbis: time taken decompressing vorbis data. Audio Memory Used: total amount of memory used for all sound assets. Does not include any workspace or internal buffers. Audio Buffer Time: number of seconds of stored sound data. Audio Buffer Time (w/ Channels): number of seconds of stored mono sound data. Audio Components: number of active sounds being maintained for processing(ambient sounds all over the map, player sounds etc). Audio Sources: number of audio components that are audible and high enough priority to hear. Wave Instances: number of sound waves being processed. Wave Instances Dropped: number of sounds not allocated to a sound source (as they are inaudible). CPU Decompressed Wave Instances: number of sources that are decompressing a Vorbis sound on the fly.STAT BEAMPARTICLES
STAT CANVAS
STAT CHARACTERLIGHTING
STAT COLLISION
STAT D3D10RHI
STAT D3D9RHI
STAT DECALS
STAT DEFAULTSTATGROUP
STAT ENGINE
STAT FACEFX
STAT FLUIDS
STAT FPSCHART
STAT GAME
STAT MEMLEAN
STAT MEMORY
- Texture Memory Used: Total amount of memory used for all textures, including mip-maps.
- Lightmap Memory (Texture): How much of the texture memory is used by static lightmaps.
- Shadowmap Memory (Texture): How much of the texture memory is used by static shadowmaps.
STAT XBOXMEMORY
Only available when running on PC. Shows what the current memory usage would be on an Xbox 360.- Texture Memory Used: Total amount of memory used for all textures, including mip-maps.
- Lightmap Memory (Texture): How much of the texture memory is used by static lightmaps.
- Shadowmap Memory (Texture): How much of the texture memory is used by static shadowmaps.
STAT MEMORYCHURN
STAT MESHPARTICLES
STAT NET
Lists network traffic including number of bytes sent/received, packets in/out, packet loss, etc.STAT OBJECT
STAT OCTREE
STAT PARTICLES
STAT PATHFINDING
Lists time taken to execute various pathfinding functions.STAT PHYSICS
STAT PHYSICSCLOTH
STAT PHYSICSFIELDS
STAT PHYSICSFLUID
STAT SCENERENDERING
Visibility
Occlusion query time: The time spent drawing the bounding boxes which are used to determine whether a primitive is occluded. Occlusion stall time: The time spent waiting for the occlusion query results to be available from the GPU. If the GPU is taking longer to render a frame than the GPU, the CPU may spend time here waiting for it to catch up. Occlusion read time: The time spent reading occlusion query results back from the GPU. InitViews time: The time spent in InitViews; this function performs view frustum culling, checks show flags, and creates the visibility bit arrays and lists. Dynamic shadow setup time: The time spent setting up projected depth buffer shadows. This should be very low unless you have dynamic shadows cast by lights which also affect many static primitives. In that case, the static primitives are checked for visibility in a frustum between the dynamic shadow subject and the light. The primitives inside the frustum are used to cast a projected shadow on the dynamic shadow subject from the static primitives. Finding the primitives in the frustum can be expensive if many static primitives are affected by the light; e.g. a directional light which affects most primitives in the level. Occluded primitives: The number of primitives which are inside the view frustum but not drawn due to occlusion culling. Occlusion queries: The number of occlusion queries which were made to cull occluded primitives. Projected shadows: The number of projected shadow depth buffers that were drawn. This is up to two projected shadows/subject, for lights which also affect static primitives and create a projected shadow for the primitives shadowing the subject. Visible static mesh elements: The number of static mesh elements that were drawn. A static mesh element is a non-view-dependent mesh element which is part of an actor that has bStatic=TRUE. It corresponds to a single a GPU draw command. Visible dynamic primitives: The number of dynamic primitives that were drawn. A dynamic primitive is any primitive which is part of an actor that has bStatic=FALSE, bMovable=TRUE, or has view-dependent elements.Pipeline timing
Total CPU rendering time: The time spent by the rendering thread on the CPU to render the frame. Total GPU rendering time: The time spent by the rendering thread on the GPU to render the frame.Internal timing
Depth drawing time Emissive drawing time Shadow volume drawing time Light function drawing time Lighting drawing time Shadow drawing time Translucency drawing time Translucency Setup Time: The time to add translucent primitives to the scene. The most significant cost here is finding the FogVolumes that each translucent object is intersecting and then sorting the combined list of translucent objects and fog volumes.STAT SCENEUPDATE
STAT SHADERCOMPILING
All timers are in seconds and count the time since startup. Total Material Shader Compiling Time: Time spent compiling material shaders Total Global Shader Compiling Time: Time spent compiling global shaders RHI Compile Time: Time spent in platform specific compilers CRCing Shader Files: Time spent calculating CRC's for shader files. Some of the 'Loading Shader Files' time is included in this. Loading Shader Files: Time spent loading shader files off of the harddrive HLSL Translation: Time spent translating material expressions into HLSL These all correspond with the UMaterial usage flags and just show how many shaders of each type got compiled.- Num Total Material Shaders
- Num Special Material Shaders
- Num Terrain Material Shaders
- Decal Material Shaders
- Num Particle Material Shaders
- Num Skinned Material Shaders
- Num Lit Material Shaders
- Num Unlit Material Shaders
- Num Transparent Material Shaders
- Num Opaque Material Shaders
- Num Masked Material Shaders
