I use "profilegpu" very often to debug graphics of a scene, but there is some information that profiler gives me i do not have .
What I do know and what questions I have:
Soo. Am I right, or not? And what is Dynamic? And what are other important stuff me and others should know a
asked Oct 06 '15 at 11:42 AM in Rendering
You can find more information about each of the items in the profiler hierachy by searching the engine source code for the corresponding occurrences of the SCOPED_DRAW_EVENT macro, which occurs within the block scope that the profiler time is attributed to.
Since you asked about "Dynamic" specifically, for example, that appears within the FDeferredShadingSceneRenderer::RenderBasePassDynamicData function here: https://github.com/EpicGames/UnrealEngine/blob/4.11.2-release/Engine/Source/Runtime/Renderer/Private/DeferredShadingRenderer.cpp#L422
So it looks like it refers to the time taken to render all of the DynamicMeshElements batches in the base pass of a given view - and DynamicMeshElements, in turn, appears to be a catch-all for any renderable geometry that isn't a static mesh.
I just finished a video in which I explain majority of the categories in GPU Visualizer / ProfileGPU.
What I was curious about is what precisely affects their costs. For example what makes the Base Pass or ReflectionEnvironment longer in the first place and what is secondary. I made my best to ensure this info is correct, i.e. read engine code, did tests.
The link from @Neverender was also helpful as a starting point for Base Pass - thanks.
The video: https://www.youtube.com/watch?v=C3lumWdwHmA
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