-
Notifications
You must be signed in to change notification settings - Fork 181
Expand file tree
/
Copy pathFLEXUe4_Debug.html
More file actions
279 lines (264 loc) · 15.4 KB
/
Copy pathFLEXUe4_Debug.html
File metadata and controls
279 lines (264 loc) · 15.4 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<meta http-equiv="x-ua-compatible" content="IE=Edge"/>
<title>Debug Commands — Flex Artist Tools 1.0 documentation</title>
<link rel="stylesheet" href="_static/flex.css" type="text/css" />
<link rel="stylesheet" href="_static/pygments.css" type="text/css" />
<link rel="stylesheet" href="_static/breathe.css" type="text/css" />
<link rel="stylesheet" href="_static/application.css" type="text/css" />
<link rel="stylesheet" href="_static/styleguide.css" type="text/css" />
<script type="text/javascript">
var DOCUMENTATION_OPTIONS = {
URL_ROOT: './',
VERSION: '1.0',
COLLAPSE_INDEX: false,
FILE_SUFFIX: '.html',
HAS_SOURCE: true
};
</script>
<script type="text/javascript" src="_static/jquery.js"></script>
<script type="text/javascript" src="_static/underscore.js"></script>
<script type="text/javascript" src="_static/doctools.js"></script>
<script type="text/javascript" src="http://cdn.mathjax.org/mathjax/latest/MathJax.js?config=TeX-AMS-MML_HTMLorMML"></script>
<script type="text/javascript" src="_static/bootstrap.js"></script>
<script type="text/javascript" src="_static/jquery.cookie.js"></script>
<script type="text/javascript" src="_static/jquery.storageapi.js"></script>
<link rel="top" title="Flex Artist Tools 1.0 documentation" href="index.html" />
<link rel="next" title="Release Notes" href="releasenotes.html" />
<link rel="prev" title="Local Space Simulation" href="FLEXUe4_LocalSpace.html" />
</head>
<body>
<nav class="navbar navbar-inverse navbar-default">
<div class="row">
<div class="navbar-brand">
<img class="logo" src="_static/developerzone_gameworks_logo.png" alt="Logo"/>
</div>
<div id="searchbox" style="display: none; float:right; padding-top:4px; padding-right:4px">
<form class="search form-inline" action="search.html" method="get">
<div class="form-group">
<input type="text" name="q" class="form-control" />
<input type="submit" value="Search" class="btn btn-primary" />
</div>
<input type="hidden" name="check_keywords" value="yes" />
<input type="hidden" name="area" value="default" />
</form>
</div>
<script type="text/javascript">$('#searchbox').show(0);</script>
</div>
</nav>
<div class="masthead">
<div class="row">
<ul class="breadcrumb">
<li><a href="index.html">Flex Artist Tools 1.0 documentation</a></li>
</ul>
</div>
</div>
<div class="row">
<div class="col-md-3 bs-sidenav" style="white-space: nowrap; overflow: auto;">
<div class="bs-sidebar">
<div id="sidebar_toc">
<h4>Table Of Contents</h4>
<ul class="current">
<li class="toctree-l1"><a class="reference internal" href="FLEXUe4_Intro.html">Introduction</a></li>
<li class="toctree-l1"><a class="reference internal" href="FLEXUe4_Intro.html#prerequisites">Prerequisites</a></li>
<li class="toctree-l1"><a class="reference internal" href="FLEXUe4_Phases.html">Particles</a><ul>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_Phases.html#radius">Radius</a></li>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_Phases.html#phases">Phases</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="FLEXUe4_Containers.html">Containers</a><ul>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_Containers.html#flex-container">Flex Container</a><ul>
<li class="toctree-l3"><a class="reference internal" href="FLEXUe4_Containers.html#simulation">Simulation</a></li>
<li class="toctree-l3"><a class="reference internal" href="FLEXUe4_Containers.html#collision">Collision</a></li>
<li class="toctree-l3"><a class="reference internal" href="FLEXUe4_Containers.html#cloth">Cloth</a></li>
<li class="toctree-l3"><a class="reference internal" href="FLEXUe4_Containers.html#fluid">Fluid</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="FLEXUe4_Assets.html">Assets</a><ul>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_Assets.html#soft-bodies">Soft Bodies</a><ul>
<li class="toctree-l3"><a class="reference internal" href="FLEXUe4_Assets.html#flex-soft-asset">Flex Soft Asset</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_Assets.html#cloth">Cloth</a><ul>
<li class="toctree-l3"><a class="reference internal" href="FLEXUe4_Assets.html#flex-cloth-asset">Flex Cloth Asset</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_Assets.html#rigids">Rigids</a><ul>
<li class="toctree-l3"><a class="reference internal" href="FLEXUe4_Assets.html#flex-solid-asset">Flex Solid Asset</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="FLEXUe4_Actors.html">Actors</a></li>
<li class="toctree-l1"><a class="reference internal" href="FLEXUe4_Particles.html">Emitters</a><ul>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_Particles.html#particle-emitter">Particle Emitter</a></li>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_Particles.html#particle-modules">Particle Modules</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="FLEXUe4_Ropes.html">Ropes</a></li>
<li class="toctree-l1"><a class="reference internal" href="FLEXUe4_Forces.html">Forces</a><ul>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_Forces.html#radial-force-component">Radial Force Component</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="FLEXUe4_DrainsAndCounting.html">Counting and Draining</a><ul>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_DrainsAndCounting.html#creating-a-drain">Creating a Drain</a></li>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_DrainsAndCounting.html#counting-particles">Counting Particles</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="FLEXUe4_FluidSurfaceRendering.html">Fluid Rendering</a><ul>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_FluidSurfaceRendering.html#creating-a-flex-fluid-surface">Creating a Flex Fluid Surface</a></li>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_FluidSurfaceRendering.html#fluid-surface-properties">Fluid Surface Properties</a></li>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_FluidSurfaceRendering.html#emitter-settings">Emitter Settings</a></li>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_FluidSurfaceRendering.html#surface-material">Surface Material</a></li>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_FluidSurfaceRendering.html#container">Container</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="FLEXUe4_LocalSpace.html">Local Space Simulation</a></li>
<li class="toctree-l1 current"><a class="current reference internal" href="">Debug Commands</a><ul>
<li class="toctree-l2"><a class="reference internal" href="#console-commands">Console Commands</a></li>
<li class="toctree-l2"><a class="reference internal" href="#stats">Stats</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="releasenotes.html">Release Notes</a><ul>
<li class="toctree-l2"><a class="reference internal" href="releasenotes.html#what-s-new">What’s New</a></li>
<li class="toctree-l2"><a class="reference internal" href="releasenotes.html#known-limitations">Known Limitations</a></li>
</ul>
</li>
</ul>
</div>
<h4>Previous topic</h4>
<p class="topless"><a href="FLEXUe4_LocalSpace.html"
title="previous chapter">Local Space Simulation</a></p>
<h4>Next topic</h4>
<p class="topless"><a href="releasenotes.html"
title="next chapter">Release Notes</a></p>
<div id="searchbox" style="display: none">
<h4>Quick search</h4>
<form class="search form-inline" action="search.html" method="get">
<div class="form-group">
<input type="text" name="q" class="form-control" />
<input type="submit" value="Search" class="btn btn-primary" />
</div>
<input type="hidden" name="check_keywords" value="yes" />
<input type="hidden" name="area" value="default" />
</form>
<p class="searchtip" style="font-size: 90%">
Enter search terms or a module, class or function name.
</p>
</div>
<script type="text/javascript">$('#searchbox').show(0);</script>
</div>
</div>
<div class="document col-md-8">
<div class="body">
<div class="section" id="debug-commands">
<span id="flexue4-debug"></span><h1>Debug Commands<a class="headerlink" href="#debug-commands" title="Permalink to this headline">¶</a></h1>
<div class="section" id="console-commands">
<h2>Console Commands<a class="headerlink" href="#console-commands" title="Permalink to this headline">¶</a></h2>
<ul class="simple">
<li><strong>FLEXVIS</strong> Enables visualization of Flex container particles, and FlexActor bounds. Particles will be colored according to their group, the container bounds are drawn in white wireframe, while each actor’s bounds are drawn in green wireframe</li>
<li><strong>STAT FLEX</strong> Enables on screen profiling timers and counters, see the stats section for more details.</li>
<li><strong>STAT FLEXGPU</strong> Enables the GPU kernel timers, this profiling mode is quite expensive, so it needs to first be enabled with “stat group enable Flexgpu”, be sure to disable it with “stat group disable Flexgpu” before doing any whole-frame profiling.</li>
</ul>
<div class="float-center container">
<a class="reference internal image-reference" href="_images/FlexVisOn.jpg"><img alt="_images/FlexVisOn.jpg" src="_images/FlexVisOn.jpg" style="width: 400px;" /></a>
</div>
</div>
<div class="section" id="stats">
<h2>Stats<a class="headerlink" href="#stats" title="Permalink to this headline">¶</a></h2>
<p><strong>Timers</strong></p>
<ul class="simple">
<li><strong>Update Data Time (CPU)</strong> The time it takes to push any parameter or particle changes from the CPU to Flex. The largest cost in this is usually memory transfer overhead related to the number of particles in the container.</li>
<li><strong>Skin Mesh Time (CPU)</strong> Time spent on the render thread updating vertex buffers for clothing actors.</li>
<li><strong>Solver Tick Time (CPU)</strong> This is the CPU time it takes to launch all the Flex GPU work from the CPU.</li>
<li><strong>Update Actors Time (CPU)</strong> The CPU time to update all the FlexActors, this includes time to update actor bounds and process any particle updates from the simulation.</li>
<li><strong>Update Bounds Time (CPU)</strong> The CPU time spent updating FlexActor bounds</li>
<li><strong>Update Collision Shapes Time (CPU)</strong> The CPU time spent updating collisions shapes, this includes the time to gather the collision shapes overlapping each FlexActor bounds. If it is high then it may mean there are too many collision shapes overlapping FlexActors, or simply too many actors.</li>
<li><strong>Wait Time (CPU)</strong> This is the time the CPU spends waiting for the GPU to complete the simulation work, if this is high then it means the GPU is spending a long time in the simulation kernels, use “stat Flexgpu” to get more details on the GPU bottlenecks.</li>
</ul>
<p><strong>Counters</strong></p>
<ul class="simple">
<li><strong>Container Count</strong> The number of active containers.</li>
<li><strong>Instance Count</strong> The number of actors using the container, this includes static mesh actors, ropes, and particle components.</li>
<li><strong>Particle Count</strong> The total number of active particles in all containers.</li>
<li><strong>Spring Count</strong> The total number of active springs in all containers.</li>
<li><strong>Shape Count</strong> The total number of active shape constraints in all containers, soft bodies will contribute multiple shapes, and rigid bodies just one.</li>
<li><strong>Static Convex Count</strong> The total number of convex shapes in all containers.</li>
<li><strong>Static Triangle Count</strong> The total number triangles in all containers.</li>
<li><strong>Force Field Count</strong> The total number of active force fields.</li>
<li><strong>Active Mesh Actor Count</strong> The total number of FlexActors active in the level</li>
<li><strong>Active Mesh Particle Count</strong> The total number of particles belonging to FlexActors, does not count the particles from emitters, ropes, etc</li>
</ul>
<div class="float-center container">
<a class="reference internal image-reference" href="_images/stats.jpg"><img alt="_images/stats.jpg" src="_images/stats.jpg" style="width: 400px;" /></a>
</div>
</div>
</div>
</div>
<div class="clearer"></div>
</div>
<div class="col-md-1"></div>
</div>
<div class="masthead">
<div class="row">
<ul class="breadcrumb">
<li><a href="index.html">Flex Artist Tools 1.0 documentation</a></li>
</ul>
</div>
</div>
<footer>
<div class="footer-boilerplate">
<div class="row">
<div class="boilerplate">
Copyright © 2014-2016, NVIDIA Corporation | <a href="http://www.nvidia.com/object/about-nvidia.html" onclick="s_objectID="http://www.nvidia.com/object/about-nvidia.html_1";return this.s_oc?this.s_oc(e):true">About NVIDIA </a> | <a href="http://www.nvidia.com/object/legal_info.html" onclick="s_objectID="http://www.nvidia.com/object/legal_info.html_1";return this.s_oc?this.s_oc(e):true">Legal Information </a> | <a href="http://www.nvidia.com/object/privacy_policy.html" onclick="s_objectID="http://www.nvidia.com/object/privacy_policy.html_1";return this.s_oc?this.s_oc(e):true">Privacy Policy </a>
</div>
</div>
</div>
</div>
</footer>
<script>
var treestatename = 'GWDocsTreeState';
var protocol = location.href.split('/')[0].toLowerCase();
var storage;
if (protocol.substring(0,4) == 'http') {
storage = $.cookieStorage;
storage.setPath('/');
} else {
storage = $.localStorage;
}
if (storage.isEmpty(treestatename)) {
storage.set(treestatename, {});
}
var treestate = storage.get(treestatename);
$.each($("#sidebar_toc ul li"), toc_walker);
function toc_walker(key, value) {
var handleSpan = $("<span></span>")
.addClass("toc_handle").prependTo(value);
handleSpan.attr("id", $(value).closest("div").attr("id") + "." + key);
if($(value).has("ul li").size() > 0) {
var id = handleSpan.attr("id");
if (!(id in treestate)) {
treestate[id] = false;
}
handleSpan.addClass("toc_expanded").click(function() {
$(this).toggleClass("toc_expanded toc_collapsed").siblings("ul").toggle();
treestate[$(this).attr('id')] = $(this).hasClass('toc_expanded');
storage.set(treestatename, treestate);
});
if(!($(this).hasClass('current') || treestate[id])) {
handleSpan.click();
}
if($(this).hasClass('current')) {
treestate[handleSpan.attr('id')] = handleSpan.hasClass('toc_expanded');
storage.set(treestatename, treestate);
}
}
}
</script>
</body>
</html>