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O3DE provides the following built-in debugging and profiling tools that you can use to locate and fix performance issues.
- Cinematics debugging - Debug cinematics issues.
Logging and reporting for crashes that occur in the O3DE Editor or your O3DE game can be turned on by modifying the
sys_dump_type console variable. The type of crash log information generated depends on the value:
0- Disable crash reporting.
1- Generate a stack trace on crash
2- Generate a stack trace and limited variable information.
3- Full crash dump of the stack trace, variable information, and all memory.
Crash logs are written to the
By default, only the call stack for the main thread is in a crash dump. In order to get the stack trace of auxiliary threads, set the
sys_dump_aux_threads console variable to
The viewport window displays debugging information by default when you are in gameplay mode (Ctrl+G). You can toggle this information on or off by pressing the tilde (~) key. Use the following console variables and values to generate viewing modes in the viewport that are useful for debugging.
e_Camerafreeze 1- Freezes the camera to see what is rendered from the camera’s point of view and what is occluded. Also useful for debugging object culling and LOD.
e_DefaultMaterial 1- Applies a uniform, flat, gray material to every surface in the level.
e_memoryProfiling 1- Prints onscreen statistics for the amount of GPU memory that textures and buffers use.
e_TerrainBBoxes- Displays terrain bounding boxes.
p_debug_joints 1- Shows the mass of objects in kilograms and the joint that is linked to the object. To display joints, you must first enable
p_draw_helpers 1- Shows physics proxy meshes in addition to the render geometry.
r_DisplayInfo 0- Disables the debugging text.
r_DisplayInfo 1 | 2 | 3 | 4- Enables various levels of debugging text. Displays memory consumption, frame rate, triangle count, visible light sources, and drawcall count. Use a value of
2to display more detailed information. Use a value of
3to display only frames per second (FPS) and frame time in milliseconds.
r_wireframe 1 | 2- Use a value of
1to draw the level in wireframe mode. Use a value of
2to draw the level in vertex mode. Both include the objects that are hidden from view.
r_ShowLines 2- Overlays the wireframe only on the front-facing geometry. Anything behind this geometry isn’t rendered.
r_TexBindMode 6- Applies a uniform, flat, gray material with normal map information to every surface in the level.
Use the following console variables and values to display information about your level.
e_DebugDrawLodMinTriangles 1000- Do not draw debug text for objects with less than 1000 triangles.
e_DebugDraw 1- Displays the name of the
.cgfused, polycount, and LOD.
e_DebugDraw 2- Displays a color-coded polygon count.
e_DebugDraw 3- Displays a color-coded LOD count. Flashing color indicates a single LOD.
e_DebugDraw 4- Displays object texture memory usage.
e_DebugDraw 5- Displays a color-coded number of render materials.
e_DebugDraw 6- Displays ambient color.
e_DebugDraw 7- Display triangle count, number of render materials, and texture memory.
e_DebugDraw 8- Displays RenderWorld statistics (with view cones).
e_DebugDraw 9- Displays RenderWorld statistics (with view cones without lights).
e_DebugDraw 10- Displays render geometry with simple lines and triangles.
e_DebugDraw 11- Displays render occlusion geometry.
e_DebugDraw 12- Displays render occlusion geometry without render geometry.
e_DebugDraw 13- Displays occlusion amount (used during AO computations).
e_DebugDraw 15- Displays helpers.
e_DebugDraw 16- Displays debug gun.
e_DebugDraw 17- Displays streaming information (buffer sizes).
e_DebugDraw 18- Displays streaming information (required streaming speed).
e_DebugDraw 19- Displays physics proxy triangle count.
e_DebugDraw 20- Displays object instant texture memory usage.
e_DebugDraw 21- Displays animated object distance to camera.
e_DebugDraw 22- Display object’s current LOD vertex count.
e_DebugDraw 23- Display object in red if it is casting a shadow.
e_DebugDraw 24- Display objects with 0 LOD with red text.
e_DebugDraw 25- Display objects with 0 LOD with red text and objects with 1 LOD with blue text.
Use the following console variables and values to display materials, colors, shadows, albedo, and other characteristics in your level.
r_DebugGBuffer 1- Shows normals of all assets in the level.
r_DebugGBuffer 2- Shows the roughness or glossiness of the surfaces.
r_DebugGBuffer 3- Shows the specular color of materials.
r_DebugGBuffer 4- Shows the albedo of all surfaces in the level.
r_DebugGBuffer 5- Shows the lighting model in the level. Gray = standard | Yellow = transmittance | Blue = POM self-shadowing.
r_DebugGBuffer 6- Shows the translucency values that are set on assets in the level. Black = none.
r_DebugGBuffer 7- Shows self-shadowing of materials that use Offset Bump mapping or Parallax Occlusion Mapping.
r_DebugGBuffer 8- Shows in red and yellow any asset that uses SSS. The brighter the color, the higher the SSS index.
r_DebugGBuffer 9- Shows whether specular colors are in a reasonable range as follows:
- Blue - The specular color is too low.
- Orange - The specular color is too high for dielectric materials.
- Pink - The specular color is valid only for rusted or oxidized metals.
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