Beginner Programmer
You can profile your project to check its runtime performance and find problems. Use the Stride Game Profiler script or an external profiling tool such as the Performance Profiler in Visual Studio.
The Game Profiler script shows how performance costs change at runtime. This helps isolate bottlenecks and find their cause.
To use the script:
In the Asset View, click
and select Scripts > Game Profiler.
The New script dialog opens. Leave the default information and click Create script.
Game Studio adds the GameProfiler script to your project.
Add the script to an entity. For instructions, see Use scripts.
Select the entity that contains the GameProfiler.
In the Property Grid (on the right by default), enable the Game Profiler component.
[!Tip] You can also enable and disable the profiler at runtime with Left Ctrl + Left Shift + P.
Run the game.
The Game Profiler shows profiling results as your game runs.
[!Note] Game Profiler disables VSync. This gives you the true profiling values, ignoring sync time.
To change the Game Profiler properties, select the GameProfiler entity and use the Property Grid.
| Property | Description | |
|---|---|---|
| Filter | The kind of information the profiler displays (FPS only, CPU, or GPU). At runtime, change with F1. | |
| Sort by | Sort the result pages by: Name: the profile key (the thing being profiled) Time: the key that uses the most time At runtime, toggle with F2. | |
| Refresh interval (ms) | How frequently the profiler gets and displays new results. At runtime, control with - / +. | |
| Display page | The results page displayed. At runtime, jump to a page with the number keys, or move forward and backwards with F3 and F4. | |
| Text color | The color of the profiler text | |
| Priority | See Scheduling and priorities |
| Column | Description |
|---|---|
TOTAL |
The total time taken to execute the code in one frame |
AVG/CALL |
Average time taken to execute a single call of the code |
MIN/CALL |
The shortest amount of time taken to execute a single call of the code |
MAX/CALL |
The longest amount of time taken to execute a single call of the code |
CALLS |
The number of times the code was executed in one frame |
MARKS |
The number of times per frame marked code is executed. This column is only displayed if marked code is executed |
PROFILE KEY / EXTRA INFO |
The part of the code (such as a function or script) being profiled. This column also displays additional information, such as the number of entities affected. |
You can change the Game Profiler settings at runtime using keyboard shortcuts.
| Action | Control |
|---|---|
| Left Ctrl + Left Shift + P | Enable/disable the profiler |
| F1 | Toggle between CPU, GPU, and FPS-only results |
| F2 | Toggle between sorting by profile key and time |
| - / + | Slow down / speed up the refresh time |
| F3 / F4 | Page back / page forward |
| Number keys | Jump to a page |
Enable profiling:
GameProfiler.EnableProfiling();
Enable profiling only for the profiler keys you specify:
GameProfiler.EnableProfiling(true, {mykey1,mykey2});
Enable the profiling except for the profiler keys you specify:
GameProfiler.EnableProfiling(false, {mykey1,mykey2});
To access the prolifing key of a script, use ProfilingKey.
Instead of using the Stride Game Profiler, you can use external profiling tools to profile your project.
| Profiler | Type | Platforms |
|---|---|---|
| Visual Studio profiler | Visual Studio feature | Desktop and mobile |
| Xamarin Profiler | Standalone tool distributed with Xamarin Studio | Mobile |
| RenderDoc | Standalone | Desktop and mobile |
Visual Studio has powerful in-built profiling tools that can identify common performance issues.
In Visual Studio, open your project solution (.sln) file.
To open the profiler, press Alt + F2, or in the task bar click Analyze > Performance Profiler.
In the Profiler window, select the profiling tools you want to run.
You can run multiple profiling tools at once.
To launch the profiler, in the Performance Profiler tab, at the bottom, click Start.
Visual Studio runs your application and begins profiling.
For more information about the Visual Studio profiler, see the MSDN documentation.
RenderDoc is a free MIT licensed stand-alone graphics debugger that allows quick and easy single-frame capture and detailed introspection of any application using Vulkan, D3D11, OpenGL & OpenGL ES or D3D12 across Windows, Linux, Android, or Nintendo Switch™.
Download RenderDoc.
Optional: This step is optional and only necessary if you want to have render pass markers with name following the Graphics Compositor:
2.1. In your executable project (Windows), locate game.Run(); and insert the following code just before:
game.GraphicsDeviceManager.DeviceCreationFlags |= DeviceCreationFlags.Debug;
[!Note] If you have a
SharpDXExceptionof typeDXGI_ERROR_SDK_COMPONENT_MISSING, please follow the instructions from https://docs.microsoft.com/en-us/windows/uwp/gaming/use-the-directx-runtime-and-visual-studio-graphics-diagnostic-features
2.2. Also, make sure profiler is enabled by calling this code from any of your game script:
```cs
GameProfiler.EnableProfiling();
```
Stride.Graphics.RenderDocPlugin.You can then use the @'Stride.Graphics.RenderDocManager' class to trigger captures:
var renderDocManager = new RenderDocManager();
renderDocManager.StartFrameCapture(GraphicsDevice, IntPtr.Zero);
// Some rendering code...
renderDocManager.EndFrameCapture(GraphicsDevice, IntPtr.Zero);
As CPU and GPU process different types of data, it's usually easy to identify which part is causing a bottleneck.
Most GPU problems arise when the application uses expensive rendering techniques, such as post effects, lighting, shadows, and tessellation. To identify the problem, disable rendering features.
If instead there seems to be a CPU bottleneck, reduce the complexity of the scene.
For graphics:
For textures: