What do the profiling values mean on the minecraft debug screen?
What does each of the 10 parts shown on the Minecraft profiling graph mean?
Solution 1:
The information being covered up in the background is about your graphics card. If you increase the game resolution, or go into normal F3 mode rather than Shift + F3 mode you should be able to see this.
The pie chart shows how long each different category of task has taken to complete in a frame. You can use the 1-9 keys to get a more detailed breakdown of each of these categories, and 0 to go back up a level.
I've searched around, including in the game code, to try to find out what each of the sections represent. I couldn't find a lot of definite answers, and a lot of it seems very temporary changing from version to version, so apologies for any mistakes:
- gameRenderer
Rendering of the game world and GUI. Fairly self evident, and supported by its sub-categories. Probably the one you should pay most attention for when aiming to reduce lag, as it's usually the biggest category.
- display_update
Used for VSync to prevent screen tearing. Should decrease if you turn VSync off in the options.
- tick
Processing in game ticks that occur 20 times a second. For example, melting ice.
- render
Seems to be rendering of things other than the game level and GUI. Jumps up when I open F3, so potentially also this pie chart.
- unspecified
Tasks not specified in the other sections on the pie chart. Any code not between a mcProfiler.startSection("...")
and mcProfiler.endSection()
.
- stream
Music, I think. Doesn't seem to use much percentage time even when music is playing though. I'm assuming this because in sounds.json
, long sounds (records, ambient music) have stream: true
to stream the sound from its file.
- sound
The sound engine playing normal sounds. Increases slightly when I burned a lot of zombies off at once.
- scheduledExecutables
Scheduled ticks. Used for things like redstone repeaters, which need to receive a predictable and non-random tick in the near future.
http://i.imgur.com/Tp5NTbw.png
- fpslimit_wait
Fills up the rest of the frame render time with waiting, used when you cap your framerate to below what it would normally be.
- preRenderErrors
Couldn't find much on this, and annoyingly I don't have a 10 key to check out if it has any sub-sections. Apparently overlapping transparency contributes to it, although I couldn't get it off 0.00%