Improve the builtin Profiler

Right now the builtin profiler is handy - but sometimes it is ‘buggy’ (in lack of a better word).

I think it could use some tuning!

To start with the middle “Samples:” list is barely readable as of now with all the jumping, maybe this could be improved in some kind of way. Like items don’t get removed or something.

The “Counters:” list is for me one of the most helpful but unfortunately sometimes some items falls out (draw calls for instance) if there a lot of stuff being “counted”. Maybe this list could be moved up a bit? or being filled up bottom and up instead of standard top to bottom.

In addition it would also be helpful to see how much memory the textures uses and how many there are in memory.

And a counter for how many particles there is in the scene (or have maybe the counter have disappeared?)

Yes, the profiler can absolutely be improved. Have you tried using the web profiler? It shows more complete data and the data is easier to analyze through it. Check out how on http://www.defold.com/manuals/debugging/

Hello @sicher

Profiler feature is very nice . Loved the capture button in web profiler.
Is it possible to document what is what in profiler,

Example :
Engine.Frame = It shows this , caused bye that etc.
Engine.Sim = …

Best Regards,

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Sure thing. I’ll make a note about it.

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Yup, good idea. We should of course document the individual values and their meaning.

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Where do I see the current FPS rate? My game is set to 60fps.

Hi Jack,
The first line is showing the time (ms) for each frame/update.
So simply put 1000 ms/time for update = 1000/17 = 60 Frames Per Second

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@Andreas_Jirenius ah, I see, that’s milliseconds… Can I extend the profiler, to add this calculated fps value?

Unfortunately not but you could very easy create your own fps viewer just by taking the deltatime (dt) in the update loop of a gui script.

@Andreas_Jirenius yes, but I wanted stuff to be where it belongs to :yum:
Thank you very much!

The main reason to use the actual times when measuring, is that it much more clear what you are measuring. It is the actual cost of the frame or scope. If you measure in fps, things immediately gets much more fuzzy, and are harder to relate to. Here is one link that explains this.

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