You can profile your project to check its runtime performance and find problems. Use the Xenko Game Profiler script or an external profiling tool such as the Performance Profiler in Visual Studio.
Profile with the Xenko Game Profiler script
The Game Profiler script shows how performance costs change at runtime. This helps isolate bottlenecks and find their cause.
To use the script:
In the Asset View, click and select Scripts > Game Profiler.
The New script dialog opens. Leave the default information and click Create script.
Game Studio adds the GameProfiler script to your project.
Add the script to an entity. For instructions, see Use scripts.
Select the entity that contains the GameProfiler.
In the Property Grid (on the right by default), enable the Game Profiler component.
You can also enable and disable the profiler at runtime with Left Ctrl + Left Shift + P.
Run the game.
The Game Profiler shows profiling results as your game runs.
Game Profiler disables VSync. This gives you the true profiling values, ignoring sync time.
Game Profiler properties
To change the Game Profiler properties, select the GameProfiler entity and use the Property Grid.
|Filter||The kind of information the profiler displays (FPS only, CPU, or GPU). At runtime, change with F1.|
|Sort by||Sort the result pages by:
Name: the profile key (the thing being profiled)
Time: the key that uses the most time
At runtime, toggle with F2.
|Refresh interval (ms)||How frequently the profiler gets and displays new results. At runtime, control with - / +.|
|Display page||The results page displayed. At runtime, jump to a page with the number keys, or move forward and backwards with F3 and F4.|
|Text color||The color of the profiler text|
|Priority||See Scheduling and priorities|
Understanding the Game Profiler results
The top row displays information about basic performance.
Displaying: the kind of information the profiler displays (FPS only, CPU, or GPU)
Frame: the current frame
Update: the average time (ms) taken to update the game since the profiler last refreshed
Draw: the average time (ms) taken to render the frame since the profiler last refreshed
FPS: the average number of frames rendered per second
If you select CPU as the display mode, the profiler displays:
Total: the amount of memory currently used
Peak: the peak memory use since the game started
Allocations: the amount of memory allocated or freed since the profiler last refreshed
Gen1: the number of garbage collections per each generation of object (
Gen0is the most recent generation)
If you select GPU as the display mode, the profiler displays:
Device: the graphics device (manufacturer's description)
Platform: the currently used backend (eg DirectX, OpenGL, Vulkan, etc)
Profile: the feature level for your game, set in Game Settings > Rendering (see Game settings)
Resolution: the game resolution
Drawn triangles: the number of triangles drawn per frame
Draw calls: the number of draw calls per frame
Buffer memory: the amount of memory allocated to buffers
Texture memory: the amount of memory allocated to textures
In the GPU and CPU modes, the profiler displays information about the parts of the code being profiled, including active scripts.
Each value describes the events per frame since the last profiler refresh.
||The total time taken to execute the code in one frame|
||Average time taken to execute a single call of the code|
||The shortest amount of time taken to execute a single call of the code|
||The longest amount of time taken to execute a single call of the code|
||The number of times the code was executed in one frame|
||The number of times per frame marked code is executed. This column is only displayed if marked code is executed|
||The part of the code (such as a function or script) being profiled. This column also displays additional information, such as the number of entities affected.|
Game Profiler runtime controls
You can change the Game Profiler settings at runtime using keyboard shortcuts.
|Left Ctrl + Left Shift + P||Enable/disable the profiler|
|F1||Toggle between CPU, GPU, and FPS-only results|
|F2||Toggle between sorting by profile key and time|
|- / +||Slow down / speed up the refresh time|
|F3 / F4||Page back / page forward|
|Number keys||Jump to a page|
Use the Game Profiler in code
Enable profiling only for the profiler keys you specify:
Enable the profiling except for the profiler keys you specify:
To access the prolifing key of a script, use ProfilingKey.
Use external profiling tools
Instead of using the Xenko Game Profiler, you can use external profiling tools to profile your project.
|Visual Studio profiler||Visual Studio feature||Desktop and mobile|
|Xamarin Profiler||Standalone tool distributed with Xamarin Studio||Mobile|
|RenderDoc||Standalone||Desktop and mobile|
Use the Visual Studio profiler
Visual Studio has powerful in-built profiling tools that can identify common performance issues.
In Visual Studio, open your project solution (
To open the profiler, press Alt + F2, or in the task bar click Analyze > Performance Profiler.
In the Profiler window, select the profiling tools you want to run.
You can run multiple profiling tools at once.
To launch the profiler, in the Performance Profiler tab, at the bottom, click Start.
Visual Studio runs your application and begins profiling.
For more information about the Visual Studio profiler, see the MSDN documentation.
RenderDoc is a free MIT licensed stand-alone graphics debugger that allows quick and easy single-frame capture and detailed introspection of any application using Vulkan, D3D11, OpenGL & OpenGL ES or D3D12 across Windows 7 - 10, Linux, Android, or Nintendo Switch™.
Optional: in your executable project (Windows), locate
game.Run();and insert the following code just before:
game.GraphicsDeviceManager.Preferred.DeviceCreationFlags |= DeviceCreationFlags.Debug;
This will enable render pass markers during rendering.
Optional: Add a package reference to
You can then use the @'Xenko.Graphics.RenderDocManager' class to trigger captures:
var renderDocManager = new RenderDocManager(); renderDocManager.StartCapture(GraphicsDevice, IntPtr.Zero); // Some rendering code... renderDocManager.EndFrameCapture(GraphicsDevice, IntPtr.Zero);
As CPU and GPU process different types of data, it's usually easy to identify which part is causing a bottleneck.
Most GPU problems arise when the application uses expensive rendering techniques, such as post effects, lighting, shadows, and tessellation. To identify the problem, disable rendering features.
If instead there seems to be a CPU bottleneck, reduce the complexity of the scene.
- decrease the resolution of your game
- reduce the quality of your post effects
- reduce the number of lights and size of shadow maps
- reduce shadow map sizes
- use culling techniques to reduce the number of objects and vertices rendered
- use compressed textures on slower devices
- use sprite sheets, not individual images
- use texture atlases, not separate textures