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7.3 KiB
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.. _doc_the_profiler:
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The Profiler
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============
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You run your game from Godot and play around. It's fun, it's becoming feature
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complete, and you feel it's getting close to release.
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But then, you open the skill tree, and it grinds to a halt as something snags in
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your code. Watching the skill tree scroll by like it's a slide show is
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unacceptable. What went wrong? Is it positioning the skill tree elements, the
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UI, or rendering?
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You could try to optimize everything and run the game repeatedly, but you can be
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smarter about this and narrow down the possibilities. Enter Godot's profiler.
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An overview of the profiler
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---------------------------
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You can open the profiler by opening the **Debugger** panel and clicking on the
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**Profiler** tab.
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.. image:: img/profiler.png
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Godot's profiler does not automatically run because profiling is
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performance-intensive. It has to continually measure everything happening in the
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game and report back to the debugger, so it's off by default.
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To begin profiling, run your game then focus back on the editor. Click on the
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**Start** button in the top-left corner of the **Profiler** tab. You can also
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check **Autostart**, which will make the profiler automatically start when the
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project is run the next time. Note that the **Autostart** checkbox's state is not
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preserved across editor sessions.
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.. note::
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The profiler does not currently support C# scripts. C# scripts can be profiled
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using JetBrains Rider and JetBrains dotTrace with the Godot support plugin.
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You can clear the data by clicking the **Clear** button anytime. Use the
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**Measure** drop-down menu to change the type of data you measure. The
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measurements panel and the graph will update accordingly.
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The measured data
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-----------------
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The profiler's interface is split into two. There is a list of functions on the
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left and the performance graph on the right.
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The main measurements are frame time, physics frame, idle time, and physics time.
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- The **frame time** is the time it takes Godot to execute all the logic for an
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entire image, from physics to rendering.
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- **Physics frame** is the time Godot has allocated between physics updates. In
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an ideal scenario, the frame time is whatever you chose: 16.66 milliseconds by
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default, which corresponds to 60FPS. It's a frame of reference you can use for
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everything else around it.
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- **Idle time** is the time Godot took to update logic other than physics, such
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as code that lives in `_process` or timers and cameras set to update on
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**Idle**.
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- **Physics time** is the time Godot took to update physics tasks, like
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`_physics_process` and built-in nodes set to **Physics** update.
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.. note:: **Frame Time** includes rendering time. Say you find a mysterious
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spike of lag in your game, but your physics and scripts are
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all running fast. The delay could be due to the appearance of
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particles or visual effects!
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By default, Godot ticks on Frame Time and Physics Time. This gives you an
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overview of how long each frame takes relative to the allocated desired physics
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FPS. You can toggle functions on and off by clicking the checkboxes on the left.
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Other facilities make appearances as you go down the list, like Physics 2D,
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Physics, and Audio, before reaching Script functions, where your code appears.
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If you click on the graph, you change which frame's information appears on the
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left. In the top right, there is also a frame counter where you can manually
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adjust the frame you are looking at more granularly.
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Scope of measurement and measurement windows
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--------------------------------------------
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You can change what measurement you are looking at using the **Measure**
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drop-down menu. By default, it starts with Frame Time and lists the time it
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takes to go through the frame in milliseconds. The average time is the average
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time any given function took when called more than once. For example, a function
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that took 0.05 milliseconds to run five times should give you an average of 0.01
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milliseconds.
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If accurate milliseconds count is not important, and you want to see proportions
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of time relative to the rest of the frame, use percentage measurements. Frame %
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is relative to Frame Time, and Physics % is relative to Physics Time.
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The last option is the scope of the time. **Inclusive** measures the time a
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function took **with** any nested function calls. For example:
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.. image:: img/split_curve.png
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`get_neighbors`, `find_nearest_neighbor` and `move_subject` all took a lot of
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time. You could be fooled into thinking that this is because all three of them
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are slow.
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But when changed to **Self**, Godot measures the time spent in the function body
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without considering function calls it made itself.
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.. image:: img/self_curve.png
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You can see that `get_neighbors` and `move_subject` have lost a lot of their
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importance. In effect, that means that `get_neighbors` and `move_subject` have
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spent more time waiting for some other function call to finish than not, and
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`find_nearest_neighbor` is **actually** slow.
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Debugging slow code with the profiler
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-------------------------------------
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Finding slow code with the profiler boils down to running your game and watching
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the performance graph as it draws. When an unacceptable spike occurs in the
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frame time, you can click on the graph to pause your game and narrow the _Frame
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#_ to the spike's start. You may need to jump back and forth between frames and
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functions to find the root cause.
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Under the Script functions, turn on the checkboxes for some functions to find
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which take time. These are the functions you need to review and optimize.
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Measuring manually in microseconds
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----------------------------------
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If your function is complex, it could be challenging to figure out which part
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needs optimization. Is it your math or the way you access other pieces of data
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to do the math with? Is it the `for` loop? The `if` statements?
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You can narrow down the measurement by manually counting ticks as the code runs
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with some temporary functions. The two functions are part of the `Time` class
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object. They are `get_ticks_msec` and `get_ticks_usec`. The first measures in
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milliseconds (1,000 per second), and the second measures in microseconds
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(1,000,000 per second).
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Either one returns the amount of time since the game engine started in their respective
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time frame.
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If you wrap a piece of code with a start and end count of microseconds, the
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difference between the two is the amount of time it took to run that piece of
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code.
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.. tabs::
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.. code-tab:: gdscript GDScript
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# Measuring the time it takes for worker_function() to run
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var start = Time.get_ticks_usec()
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worker_function()
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var end = Time.get_ticks_usec()
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var worker_time = (end-start)/1000000.0
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# Measuring the time spent running a calculation over each element of an array
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start = Time.get_ticks_usec()
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for calc in calculations:
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result = pow(2, calc.power) * calc.product
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end = Time.get_ticks_usec()
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var loop_time = (end-start)/1000000.0
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print("Worker time: %s\nLoop time: %s" % [worker_time, loop_time])
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As you become a more experienced programmer, this technique becomes less
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necessary. You begin to learn what parts of a running program are slow. Knowing
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that loops and branches can be slow comes from experience, and you gain
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experience by measuring and doing research.
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But between the profiler and the ticks functions, you should have enough to get
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started finding which parts of your code need optimization.
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