Enum Performance.Monitor
- Namespace
- Godot
- Assembly
- GodotSharp.dll
public enum Performance.Monitor : long
Fields
AudioOutputLatency = 23Output latency of the AudioServer. Equivalent to calling GetOutputLatency(), it is not recommended to call this every frame.
MemoryMessageBufferMax = 6Largest amount of memory the message queue buffer has used, in bytes. The message queue is used for deferred functions calls and notifications. Lower is better.
MemoryStatic = 4Static memory currently used, in bytes. Not available in release builds. Lower is better.
MemoryStaticMax = 5Available static memory. Not available in release builds. Lower is better.
MonitorMax = 33Represents the size of the Performance.Monitor enum.
Number of active navigation maps in the NavigationServer3D. This also includes the two empty default navigation maps created by World2D and World3D.
Number of active navigation agents processing avoidance in the NavigationServer3D.
Number of polygon edges that are considered connected by edge proximity NavigationServer3D.
Number of navigation mesh polygon edges in the NavigationServer3D.
Number of navigation mesh polygon edges that could not be merged in the NavigationServer3D. The edges still may be connected by edge proximity or with links.
Number of navigation mesh polygon edges that were merged due to edge key overlap in the NavigationServer3D.
Number of active navigation links in the NavigationServer3D.
Number of navigation mesh polygons in the NavigationServer3D.
Number of active navigation regions in the NavigationServer3D.
ObjectCount = 7Number of objects currently instantiated (including nodes). Lower is better.
ObjectNodeCount = 9Number of nodes currently instantiated in the scene tree. This also includes the root node. Lower is better.
ObjectOrphanNodeCount = 10Number of orphan nodes, i.e. nodes which are not parented to a node of the scene tree. Lower is better.
ObjectResourceCount = 8Number of resources currently used. Lower is better.
Physics2DActiveObjects = 17Number of active RigidBody2D nodes in the game. Lower is better.
Physics2DCollisionPairs = 18Number of collision pairs in the 2D physics engine. Lower is better.
Physics2DIslandCount = 19Number of islands in the 2D physics engine. Lower is better.
Physics3DActiveObjects = 20Number of active RigidBody3D and VehicleBody3D nodes in the game. Lower is better.
Physics3DCollisionPairs = 21Number of collision pairs in the 3D physics engine. Lower is better.
Physics3DIslandCount = 22Number of islands in the 3D physics engine. Lower is better.
RenderBufferMemUsed = 16The amount of render buffer memory used (in bytes). Lower is better.
RenderTextureMemUsed = 15The amount of texture memory used (in bytes). Lower is better.
RenderTotalDrawCallsInFrame = 13The total number of draw calls performed in the last rendered frame. This metric doesn't include culled objects (either via hiding nodes, frustum culling or occlusion culling), since they do not result in draw calls. Lower is better.
RenderTotalObjectsInFrame = 11The total number of objects in the last rendered frame. This metric doesn't include culled objects (either via hiding nodes, frustum culling or occlusion culling). Lower is better.
RenderTotalPrimitivesInFrame = 12The total number of vertices or indices rendered in the last rendered frame. This metric doesn't include primitives from culled objects (either via hiding nodes, frustum culling or occlusion culling). Due to the depth prepass and shadow passes, the number of primitives is always higher than the actual number of vertices in the scene (typically double or triple the original vertex count). Lower is better.
RenderVideoMemUsed = 14The amount of video memory used (texture and vertex memory combined, in bytes). Since this metric also includes miscellaneous allocations, this value is always greater than the sum of RenderTextureMemUsed and RenderBufferMemUsed. Lower is better.
TimeFps = 0The number of frames rendered in the last second. This metric is only updated once per second, even if queried more often. Higher is better.
Time it took to complete one navigation step, in seconds. This includes navigation map updates as well as agent avoidance calculations. Lower is better.
TimePhysicsProcess = 2Time it took to complete one physics frame, in seconds. Lower is better.
TimeProcess = 1Time it took to complete one frame, in seconds. Lower is better.