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This document lists the profiling console variables and commands that each programmer, artist and level designer working with CRYENGINE should know. A more complete list including less common profiling/debugging CVars can be found in Debugging and Profiling Tools *** 5.5.2.

Table of Contents
maxLevel2
minLevel2
excludeOverview

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(via Menu/Button interaction)                                                                           (via Console)

 


(via Editor.cfg)

r_DisplayInfo 1

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Symbol/TextDescription
CamPosCamera position
AnglCamera orientation
ZNNear-Z distance
ZFFar-Z distance
FCFog culling distance
VSViewport scaling factor
ZoomCamera zoom factor
SpeedAverage camera speed

2nd row

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Possible values
Active renderer
  • GL (OpenGL)
  • DX11 (DirectX 11)
  • DX12 (DirectX 12)
  • XboxOne
  • PS4
  • Null
Build configuration
  • Profile
  • Release
Platform
  • 32bit
  • 64bit
sys_spec
  • Custom

  • LowSpec

  • MedSpec

  • HighSpec

  • VeryHighSpec

  • XboxOneSpec

  • PS4Spec

Flags
  • MT (Multithreaded)
  • SVOGI
  • LA (Area Activation)
  • MGPU (mutliple GPUs)
  • DevMode / DevMode Editor
Levelname 
Engine version 

3rd row

Symbol/TextDescription
DPNumber of drawcalls (previous frame in parentheses)
ShadowGenNumber of shadow generation drawcalls (previous frame in parentheses)
TotalTotal number of drawcalls (DP + ShadowGen)
InstancedNumber of instanced drawcalls

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Symbol/TextDescription
CamPosCamera position
AnglCamera orientation
ZNNear-Z distance
ZFFar-Z distance
FCFog culling distance
VSViewport scaling factor
ZoomCamera zoom factor
SpeedAverage camera speed

2nd row

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Possible values
Active renderer
  • GL (OpenGL)
  • DX11 (DirectX 11)
  • DX12 (DirectX 12)
  • XboxOne
  • PS4
  • Null
Build configuration
  • Profile
  • Release
Platform
  • 32bit
  • 64bit
sys_spec
  • Custom

  • LowSpec

  • MedSpec

  • HighSpec

  • VeryHighSpec

  • XboxOneSpec

  • PS4Spec

Flags
  • MT (Multithreaded)
  • SVOGI
  • LA (Area Activation)
  • MGPU (mutliple GPUs)
  • DevMode / DevMode Editor
Levelname 
Engine version 

3rd row

Symbol/TextDescription
DPNumber of drawcalls (previous frame in parentheses)
ShadowGenNumber of shadow generation drawcalls (previous frame in parentheses)
TotalTotal number of drawcalls (DP + ShadowGen)
InstancedNumber of instanced drawcalls

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Symbol/TextDescription
BWHard drive bandwidth [Current|Session]
EffEffective hard drive bandwidth [Actual|Average]
SeekAverage seek offset
ActiveAverage active time

10th row

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Possible values
Load state
  • New Level
  • Level to Level
  • Resumed Game
  • Map Command
Number of checkpoint loads 

11th row

Symbol/TextDescription
VidVideo memory used
MemMemory used
PeakMaximum amount of memory used
DLightsNumber of light sources

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Limits the function profiling information to a specified subsystem/module. Valid subsystem names are Renderer, 3DEngine, Particle, Animation, AI, Entity, Physics, Sound, System, Game, Editor, Script and Network. 


Profiling Data in the Entity System

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Profiling data is now tracked in the entity system, with a generic implementation for CEntity::SendEvent. Performance critical events that are handled by the entity system itself instead of individual entity instances additionally add to the same structure. This is then drawn to screen once per frame, with the most expensive entity for each event being highlighted. 


Rendering Performance

r_Profiler 1

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Floating above each cell contains the information about the current LOD step & current memory consumption about the cell ( will update as you move closer /  further away).

 


Excerpt
hiddentrue
A guide to the the most essential console variables and profiles.

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