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In-game resources "monitor"
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monolith Offline
Member

Post: #1
In-game resources "monitor"
Hello,

I don't know if this already exists in the engine, but I couldn't find it.

It would be great to have some sort of resources window bound to a key like f12 or something, to see how much resources are being handled by the engine in game.

By this I mean, how many meshes, textures, skeletons, animations, shares are loaded, how much are they taking GPU memory wise, RAM wise, and even what parts of the engine are taking the largest CPU chunks. How many triangles/vertexes are being displayed, frames per second, how many threads. All possible information.

It could be an optional define that one could just put on existing code like #_RESOURCE_MONITOR

Then, on the release version one would would just not declare it.

Am I the only one who would think this useful?
Is it too much to ask as a feature?
I think it would greatly help professional developers who have to be very conscious about what specs the end user must have to run a game.

Thank you for your time smile
01-15-2010 08:27 PM
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Esenthel Offline
Administrator

Post: #2
RE: In-game resources "monitor"
Hi,

you can check:

Meshs, Skeletons, Shaders, Images, Animations
Tm.fps
D.availableMem();
MemStats

other functions will most probably not be added
01-15-2010 08:33 PM
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monolith Offline
Member

Post: #3
RE: In-game resources "monitor"
That was fast.

Thank you smile
01-15-2010 08:41 PM
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