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The debugger 'GPU profiler' tab

Published 13 Dec, 2018
357 words
~1-2 mins

Paid plans only The GPU profiler tab provides a more detailed breakdown of the estimated GPU usage. This covers work done to render the game's graphics, which is typically done on separate hardware (the Graphics Processing Unit, or GPU). The game must be running continuously for the profiler to be able to collect and display information. It then displays a breakdown of the estimated GPU time spent on each layer. It updates once a second and the values shown are for the previous second only.

It must be noted that the overall GPU usage is an estimate to begin with, and all other values are therefore estimates as well. However it is usually sufficient to identify which layers are responsible if the GPU usage is high.

The measurements are based on the time it takes for the GPU hardware to do the rendering work. It should be noted that these are hardware measurements, and do not involve software. Therefore high GPU measurements are not usually the consequence of any particular software or technology, and will be similar across different tools that send the same work to the GPU. A high GPU measurement indicates that the capabilities of the hardware have been reached; the solution is to adjust the design of the game to require less rendering work, such as fewer objects, fewer layers, reduced use of effects, and so on.

Profiler breakdown

The GPU profiler is simpler than the CPU profiler: there are no sub-items, so only the total time is shown. This is separated out to the GPU time required to render each layer. There is also a separate item for the layout itself. This covers the time to process any layout effects, as well as any layout-level compositing that is required (such as stretching the final image larger in low-quality fullscreen mode).