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Lumberyard
User Guide (Version 1.14)

Data Groups

Data groups represent categories or types of data that will be logged in Statoscope, with each group represented by a single lowercase or uppercase letter. Data groups are controlled using the e_StatoscopeDataGroups console variable.

You can control which data groups are displayed by selecting groups from the tree on the Overview tab on the righthand side.

Select only the data groups you want to display to minimize the performance impact.

The most important data group to verify is frame profilers or r, as shown below. Each vertical bar represents one frame, and each color band represents the total time spent inside one profile event for that frame. You can select and unselect entire threads from the Function Profile tab.

Lowercase Data Groups

CPU Times 'j'

  • physTime

  • particleTime

  • particleSyncTime

  • particleNumEmitters

  • animTime

  • animNumCharacters

  • aiTime

  • flashTime

dev buffer 'b'

  • written_kb

  • read_kb

  • creation_time

  • io_time

  • cpu_flush

  • gpu_flush

  • cb

frame lengths 'f'

  • frameLengthInMS

frame profilers 'r'

  • name

  • count

  • selfTimeInMS

GPU Times 'i'

  • Scene

  • SceneRSXProfWait

  • Shadows

  • ZPass

  • DeferredDecals

  • DeferredLighting

  • Ambient

  • Cubemaps

  • SSAO+GI

  • Lights

  • Opaque

  • Transparent

  • Fog

  • HDR

  • PostFX

graphics 'g'

  • GPUUsageInPercent

  • GPUFrameLengthInMS

  • numTris

  • numDrawCalls

  • numShadowDrawCalls

  • numGeneralDrawCalls

  • numTransparentDrawCalls

  • numTotalDrawCalls

  • numDrawCallsRejectedByConditionalRendering

  • numPostEffects

  • numForwardLights

  • numForwardShadowCastingLights

  • numSpriteDIPS

  • numSpriteUpdates

  • numDoubleSizedSprites

  • spriteAtlasSize

  • spriteAtlasRequirement

  • numSpritePolys

  • maxDiffPtrKb

  • maxDiffPtrTangKb

  • maxRendIndicesKb

memory 'm'

  • mainMemUsageInMB

particles 'p'

  • numParticlesRendered

  • numParticlesActive

  • numParticlesAllocated

  • numParticlesRequested

  • particleScreenFractionRendered

  • particleScreenFractionProcessed

  • numEmittersRendered

  • numEmittersActive

  • numEmittersAllocated

  • numParticlesReiterated

  • numParticlesRejected

  • numParticlesCollideTest

  • numParticlesCollideHit

  • numParticlesClipped

per-cgf gpu profilers 'c'

  • totalDrawCallCount

  • numInstances

PhysEntities 'w'

  • name

  • time

  • nCalls

  • x

  • y

  • z

streaming 's'

  • cgfStreamingMemUsedInMB

  • cgfStreamingMemRequiredInMB

  • numActiveTextureNodes

streaming textures 'x' – memory numbers yes, bandwidth numbers no

  • numUpdated Ups/s

  • numRequested Req/s

  • numRendered UpsRen/s

  • poolMemUsed MB

  • poolMemWanted MB

threading 't'

  • MTLoadInMS

  • MTWaitingForRTInMS

  • RTLoadInMS

  • RTWaitingForMTInMS

  • RTWaitingForGPUInMS

  • RTFrameLengthInMS

  • RTSceneDrawningLengthInMS

user markers 'u'

  • path

  • name

Vertex data 'v'

  • StaticPolyCountZ

  • SkinnedPolyCountZ

  • VegetationPolyCountZ

Uppercase Data Groups

art profile 'A'

  • GPU

    • ShadowsMS

    • ZPassMS

    • DecalsMS

    • LightingMS

    • OpaqueMS

    • TransparentMS

    • totalMS

    • Detail

      • Lights

        • AmbientMS

        • CubemapsMS

        • DeferredMS

      • ShadowMapsMS

      • ReflectionsMS

      • CausticsMS

      • RefractionOverheadMS

  • Budgets

    • GPU

      • ShadowsMS

      • ZPassMS

      • DecalsMS

      • LightingMS

      • OpaqueMS

      • TransparentMS

      • totalMS

  • numBatches

  • numDrawcalls

  • numLightingDrawcalls

  • numRSXStallReleases (if ENABLE_ACCURATE_RSX_PROFILING is defined)

Texture Information 'S'

  • TexStrm

    • engineassets

      • texturemsg

      • codecoverage

    • textures

      • defaults

      • decals

      • sprites

      • etc...

    • objects

      • props

      • vehicles

      • architecture

      • etc...