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Cut off the end of a sentence that doesn't make sense: "You can also start profiling at any time before or during gameplay, depending on if you want." It seems like removing the "depending on if you want." improves clarity of the documentation.
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167 lines
7.2 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, click on the **Start** button in the top-left. Run your game
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and data will start appearing. You can also start profiling at any time before
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or during gameplay.
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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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