In UDK the GamePlay Profiler was very handy in finding what code is running at specific times for debugging, is there a similar tool for Rocket?
Thanks,
Jon
In UDK the GamePlay Profiler was very handy in finding what code is running at specific times for debugging, is there a similar tool for Rocket?
Thanks,
Jon
Hi,
Gameplay profiler has been removed. There is a new tool that can be used to debug the performance and it should be available soon. However, at this moment you can use several console commands to debug the performance of your game.
Here is the list of commands that dump more information into the log file.
stat dumpframe -ms=## -depth=## -root=name
This command dumps a frame of stats.
A few examples to experiment with:
stat dumpframe
stat dumpframe -ms=.001 -root=initviews -depth=1
stat dumpframe -ms=.001 -root=shadow
stat dumpframe -ms=.001 -root=asset_name
stat dumpframe -ms=.001 -root=skeletalmesh
stat DumpAve [-start | -stop | -num=###] -ms=## -depth=##
stat DumpMax [-start | -stop | -num=###] -ms=## -depth=##
stat DumpAdd [-start | -stop | -num=###] -ms=## -depth=##
These commands aggregate stats over multiple frames and then dump the results.
If you want to start aggregating use command with -start or enter the number of frames.
To stop use the command with -stop or if you entered a specific number of frames, just wait for the results.
Num by default is set to 30 frames.
Examples:
stat dumpmax -start
...play the game...
stat dumpmax -stop
stat dumpave -num=2000
stat dumpmax -num=2000
stat DumpHitches
This command is toggle. When it is on, it dumps out every frame that hitches.
t.HitchThreshold
is the console variable that controls what is considered a hitch. The default is 75ms.
I hope it helps
Let me know if you need anything else.
Thanks Jaroslaw!