Shader World
  • Shader World
    • Introduction
    • Features
  • Fundamentals
    • Kick-start
      • Detail panel
      • Surface material
      • Creating a new world
      • Display Shader World Collisions
      • PCG : Procedural Content Generation Framework
      • Get Height anywhere
      • Blueprint Brush System - Landmass
      • Smartphone/Tablet (Android&iOS)
      • Heightmap Import (16 bits Raw/PNG)
      • Debug IDs of Runtime Layers
    • Global Performance Monitoring
    • Roadmap
    • Get Shader World
    • Download a Demo
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  • Runtime Monitoring: stat sw
  • Recommended : Unreal Insight
  1. Fundamentals

Global Performance Monitoring

The Devil is in the details

PreviousDebug IDs of Runtime Layers

Last updated 2 years ago

Unreal Engine provide all the tools required to easily add performance monitoring for GPU, CPU, memory allocations, as such we added a global Shader World stat group named sw, which allows you to monitor every aspect of Shader World pipeline on CPU: from workload evaluation, to sending work to the GPU, processing back the results, updating rendering and physical scene representations, as well as updating the spawnables.

The default landscape of Unreal Engine is designed to work offline, meaning that at runtime most of the work of the landscape consist in a streaming operation from precomputed data. Nothing is produced at runtime, nor can it be edited as a consequence. As opposed to ShaderWorld which carefully produces at runtime what you need to see within a competing time budget.

Runtime Monitoring: stat sw

Every time spent using CPU is carefully monitored, you can display all those informations at runtime using stat commands in the unreal engine command prompt:

stat sw

Recommended : Unreal Insight

Unreal insight is Epic Games solution for precise performance monitoring, and is the recommended way to get a precise appreciation of bottlenecks, from either GPU or CPU workloads.

Every GPU task sent from ShaderWorld is explicitly named and can be precisely monitored in Unreal Insight as seen below:

Unreal Insights
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