> For the complete documentation index, see [llms.txt](https://universgen.gitbook.io/shader-world/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://universgen.gitbook.io/shader-world/fundamentals/global-performance-monitoring.md).

# Global Performance Monitoring

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 spawnable&#x73;**.**

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
```

<figure><img src="/files/mXpNn0RceZmlFiGOgDda" alt=""><figcaption></figcaption></figure>

## Recommended : Unreal Insight

{% embed url="<https://docs.unrealengine.com/5.1/en-US/unreal-insights-in-unreal-engine/>" %}

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.&#x20;

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

<figure><img src="/files/EL42yBXaA37Mft6LCB9B" alt=""><figcaption></figcaption></figure>
