Question
Do Godot’s Built‑In Profiler Capture GPU‑Bound Stalls?
Zo Moss
0 reputation · 27 Oct 2024, 01:51 UTC
62.8K views0
Goal
Determine whether the Godot 4.x editor Profiler reports GPU‑bound stalls or only CPU‑side script execution times.
Constraints
- Script times appear near zero in the Profiler while the game’s FPS drops significantly.
- The Profiler samples frame time by category (process, physics, custom) and lists per‑function times for GDScript and engine calls.
- Performance monitors expose FPS, process and physics time, and render counters via
Performance.get_monitor()orRenderingServer.get_rendering_info(). - External vendor GPU profiling tools are available but not yet integrated into the editor.
Unresolved Questions
- Does the built‑in Profiler include GPU‑side time measurements for fragment shader execution, overdraw, or draw‑call latency?
- If GPU time is not captured, which built‑in counters (e.g.,
RenderingServer.get_rendering_info()orPerformancemonitors) can reliably indicate GPU load? - When the Profiler shows clean script times but FPS remains low, should the developer rely on external vendor tools for GPU profiling, or can Godot’s internal counters suffice?