renderTotalDrawCallsInFrame

    The total number of draw calls performed in the last rendered frame. This metric doesn’t include culled objects (either via hiding nodes, frustum culling or occlusion culling), since they do not result in draw calls. Lower is better.

    Performance.swift:58
    case renderTotalDrawCallsInFrame

    Other cases

    • case timeFps

      The number of frames rendered in the last second. This metric is only updated once per second, even if queried more often. Higher is better.

    • case timeProcess

      Time it took to complete one frame, in seconds. Lower is better.

    • case timePhysicsProcess

      Time it took to complete one physics frame, in seconds. Lower is better.

    • case timeNavigationProcess

      Time it took to complete one navigation step, in seconds. This includes navigation map updates as well as agent avoidance calculations. Lower is better.

    • case memoryStatic

      Static memory currently used, in bytes. Not available in release builds. Lower is better.

    • case memoryStaticMax

      Available static memory. Not available in release builds. Lower is better.

    • case memoryMessageBufferMax

      Largest amount of memory the message queue buffer has used, in bytes. The message queue is used for deferred functions calls and notifications. Lower is better.

    • case objectCount

      Number of objects currently instantiated (including nodes). Lower is better.

    • case objectResourceCount

      Number of resources currently used. Lower is better.

    • case objectNodeCount

      Number of nodes currently instantiated in the scene tree. This also includes the root node. Lower is better.

    • case objectOrphanNodeCount

      Number of orphan nodes, i.e. nodes which are not parented to a node of the scene tree. Lower is better.

    • case renderTotalObjectsInFrame

      The total number of objects in the last rendered frame. This metric doesn’t include culled objects (either via hiding nodes, frustum culling or occlusion culling). Lower is better.

    • case renderTotalPrimitivesInFrame

      The total number of vertices or indices rendered in the last rendered frame. This metric doesn’t include primitives from culled objects (either via hiding nodes, frustum culling or occlusion culling). Due to the depth prepass and shadow passes, the number of primitives is always higher than the actual number of vertices in the scene (typically double or triple the original vertex count). Lower is better.

    • case renderVideoMemUsed

      The amount of video memory used (texture and vertex memory combined, in bytes). Since this metric also includes miscellaneous allocations, this value is always greater than the sum of .renderTextureMemUsed and .renderBufferMemUsed. Lower is better.

    • case renderTextureMemUsed

      The amount of texture memory used (in bytes). Lower is better.

    • case renderBufferMemUsed

      The amount of render buffer memory used (in bytes). Lower is better.

    • case physics2dActiveObjects

      Number of active RigidBody2D nodes in the game. Lower is better.

    • case physics2dCollisionPairs

      Number of collision pairs in the 2D physics engine. Lower is better.

    • case physics2dIslandCount

      Number of islands in the 2D physics engine. Lower is better.

    • case physics3dActiveObjects

      Number of active RigidBody3D and VehicleBody3D nodes in the game. Lower is better.

    • case physics3dCollisionPairs

      Number of collision pairs in the 3D physics engine. Lower is better.

    • case physics3dIslandCount

      Number of islands in the 3D physics engine. Lower is better.

    • case audioOutputLatency

      Output latency of the AudioServer. Equivalent to calling getOutputLatency, it is not recommended to call this every frame.

    • case navigationActiveMaps

      Number of active navigation maps in the NavigationServer3D. This also includes the two empty default navigation maps created by World2D and World3D.

    • case navigationRegionCount

      Number of active navigation regions in the NavigationServer3D.

    • case navigationAgentCount

      Number of active navigation agents processing avoidance in the NavigationServer3D.

    • case navigationLinkCount

      Number of active navigation links in the NavigationServer3D.

    • case navigationPolygonCount

      Number of navigation mesh polygons in the NavigationServer3D.

    • case navigationEdgeCount

      Number of navigation mesh polygon edges in the NavigationServer3D.

    • case navigationEdgeMergeCount

      Number of navigation mesh polygon edges that were merged due to edge key overlap in the NavigationServer3D.

    • case navigationEdgeConnectionCount

      Number of polygon edges that are considered connected by edge proximity NavigationServer3D.

    • case navigationEdgeFreeCount

      Number of navigation mesh polygon edges that could not be merged in the NavigationServer3D. The edges still may be connected by edge proximity or with links.

    • case monitorMax

      Represents the size of the Monitor enum.