Sample Sidebar Module

This is a sample module published to the sidebar_top position, using the -sidebar module class suffix. There is also a sidebar_bottom position below the menu.
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Sample Sidebar Module

This is a sample module published to the sidebar_bottom position, using the -sidebar module class suffix. There is also a sidebar_top position below the search.
Diagnostics Panel

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The diagnostics panel allows you to diagnose the performance of your zones as well as identify areas that require further optimization.

Performance
FPS  Measures the current frames per second of the scene. The value on the left is the current FPS. The value on the right is the highest achieved FPS.

Note: The editor is locked at a maximum FPS of 60. The displayed FPS value is calculated based on how long it takes to draw a single frame.
Average FPS Measures the average FPS since the current zone was loaded.
Draw Time Measures the time it takes to draw a frame in milliseconds. 60 frames per second is equal to 16.67ms draw time.
Frame Display the frame of the selected render pass.
  • Composite – The final composited frame that will be displayed in the game.
  • Ambient Occlusion – The scene ambient occlusion map
  • Bloom – The scene bloom map
  • Depth – The scene depth map
  • Emission – The scene emission map
  • PBR – The scene raw PBR map before post-processing
  • Shadows (Area) – The shadow map of the light at closest Level index.
  • Shadows (Directional) – The shadow map of the directional light at the Level cascade.
  • Shadows (Point) – The shadow map of the light at closest Level index.
  • Shadows (Spot) – The shadow map of the light at closest Level index.
  • Viewspace Normals – The scene viewspace normal map

Level Specify the Level index for the display Frame.

Graphics Processing Unit
Vendor Displays the vendor of the detected graphics processing unit.
Model Displays the model of the detected graphics processing unit.
V-Ram Displays the total V-Ram of the detected graphics processing unit.
Free V-Ram Displays the total available V-Ram of the detected graphics processing unit.

Draw Calls
Total Displays the total number of draw calls in the current frame. The value on the left is the current total draw calls. The value on the right is the highest total draw calls.
PBR Pass Displays the total number of draw calls from rendering materials.
Shadows Displays the total number of draw calls from rendering shadows.
AO Displays the total number of draw calls from rendering the scene AO map.
Occlusion Displays the total number of draw calls from rendering the scene occlusion pass.
Textures Displays the total number of texture bind operations.

Polygon Drawing
Total Displays the total number of polygons being rendered in the frame. The value on the left is the current number of polygons being rendered. The value on the right is the highest total polygons being rendered.
Models Displays the total number of polygons being rendered from drawing models.
Terrain Displays the total number of polygons being rendered from terrain. The value on the left is the current number of terrain polygons being rendered. The value on the right is the highest number of terrain polygons being rendered.
Particles Displays the total number of polygons being rendered from drawing particles.