Expand description
Runtime counter ids.
Constants§
- CD_
ROOM_ CHUNK_ BYTES - Room chunk bytes loaded from WORLD.PAK resident slots.
- CD_
ROOM_ CHUNK_ HITS - Room chunk slot loads served from an already-resident slot.
- CD_
ROOM_ CHUNK_ LOADS - Room chunk slot loads issued against WORLD.PAK.
- CD_
ROOM_ CHUNK_ SECTORS - Room chunk sectors read from WORLD.PAK resident slots.
- CD_
ROOM_ CHUNK_ STATUS - Status code for streamed room chunk loading.
- CD_
STREAM_ BENCH_ BYTES - Bytes read by the editor-playtest CD streaming benchmark.
- CD_
STREAM_ BENCH_ CHECKSUM - FNV checksum observed over the streamed benchmark payload.
- CD_
STREAM_ BENCH_ EXPECTED_ CHECKSUM - Expected FNV checksum for the streamed benchmark payload.
- CD_
STREAM_ BENCH_ POLLS - Poll-loop iterations spent waiting on CD/DMA readiness.
- CD_
STREAM_ BENCH_ SECTORS - Sectors read by the editor-playtest CD streaming benchmark.
- CD_
STREAM_ BENCH_ STATUS - Status code for the editor-playtest CD streaming benchmark.
- CD_
STREAM_ STEADY_ BYTES - Bytes read during the steady-state CD streaming benchmark window.
- CD_
STREAM_ STEADY_ SECTORS - Sectors read during the steady-state CD streaming benchmark window.
- CD_
WORLD_ PACK_ BYTES - Bytes read from WORLD.PAK during the CD streaming benchmark.
- CD_
WORLD_ PACK_ CHECKSUM - FNV checksum observed over streamed WORLD.PAK sectors.
- CD_
WORLD_ PACK_ CHUNKS - Chunk entries reported by the streamed WORLD.PAK header.
- CD_
WORLD_ PACK_ SECTORS - Sectors read from WORLD.PAK during the CD streaming benchmark.
- CD_
WORLD_ PACK_ STATUS - Status code for streamed WORLD.PAK validation.
- EQUIPMENT_
CULLED_ TRIS - Triangles culled for equipment models.
- EQUIPMENT_
DRAWS - Player-attached equipment visuals drawn.
- EQUIPMENT_
DROPPED_ TRIS - Triangles dropped for equipment models.
- EQUIPMENT_
PROJECTED_ VERTICES - Vertices projected for equipment models.
- EQUIPMENT_
SUBMITTED_ TRIS - Triangles submitted for equipment models.
- GAME_
ENTITIES_ THOUGHT - Game entities that ran their state machine this tick (the phase-3 per-tick “thinker” count; budget target <= 8).
- GAME_
ENTITY_ AGGRO_ ENTERS - Game-entity transitions INTO Aggro since spawn.
- GAME_
ENTITY_ ATTACK_ ENTERS - Game-entity transitions INTO Attack since spawn (the souls commit; contact resolves through the combat counters below).
- GAME_
ENTITY_ DEATHS - Game-entity deaths from player hits.
- GAME_
ENTITY_ PATROL_ ENTERS - Game-entity transitions INTO Patrol since spawn.
- GAME_
ENTITY_ PVS_ SUPPRESSIONS - Live game entities whose AI/body was suppressed this tick because their leaf is outside the player’s PVS row (BSP worlds only; one count per suppressed entity per simulation tick).
- GAME_
ENTITY_ STAGGER_ ENTERS - Game-entity poise breaks (transitions INTO Staggered) from player hits (phase-3 combat slice).
- GAME_
ENTITY_ WINDUP_ ENTERS - Game-entity transitions INTO Windup since spawn.
- IDS
- Every id declared in this module, in declaration order.
- LOGIC_
DOOR_ ACTIVATIONS - DOOR logic records fired/activated at the runtime effect dispatch (prompt, trigger volume, or relay chain alike).
- LOGIC_
RECORDS_ FIRED - Logic records fired since init (LogicRuntime rolling total).
- MAX_ID
- The highest id declared here. Slot counts derive from it, so a new id past the old maximum cannot be dropped by a stale count.
- MODEL_
ATLAS_ UPLOADS - Model atlas uploads performed.
- MODEL_
INSTANCE_ BOUNDS_ CULLED - Placed model instances rejected by whole-model bounds.
- MODEL_
INSTANCE_ BOUNDS_ TESTS - Placed model instance bounds tests.
- MODEL_
INSTANCE_ CULLED_ TRIS - Triangles culled for placed model instances.
- MODEL_
INSTANCE_ DRAWS - Placed model instances drawn.
- MODEL_
INSTANCE_ DROPPED_ TRIS - Triangles dropped for placed model instances.
- MODEL_
INSTANCE_ PROJECTED_ VERTICES - Vertices projected for placed model instances.
- MODEL_
INSTANCE_ SUBMITTED_ TRIS - Triangles submitted for placed model instances.
- MODEL_
OVERFLOW_ FLAGS - Bitfield of model-render overflow flags observed this frame.
- MODEL_
PROFILE_ CYCLES_ 0 - Guest cycles spent rendering runtime model slot 0.
- MODEL_
PROFILE_ CYCLES_ 1 - Guest cycles spent rendering runtime model slot 1.
- MODEL_
PROFILE_ CYCLES_ 2 - Guest cycles spent rendering runtime model slot 2.
- MODEL_
PROFILE_ CYCLES_ 3 - Guest cycles spent rendering runtime model slot 3.
- MODEL_
PROFILE_ CYCLES_ 4 - Guest cycles spent rendering runtime model slot 4.
- MODEL_
PROFILE_ CYCLES_ 5 - Guest cycles spent rendering runtime model slot 5.
- MODEL_
PROFILE_ CYCLES_ 6 - Guest cycles spent rendering runtime model slot 6.
- MODEL_
PROFILE_ CYCLES_ 7 - Guest cycles spent rendering runtime model slot 7.
- MODEL_
PROFILE_ DRAWS_ 0 - Runtime model slot 0 draw submits.
- MODEL_
PROFILE_ DRAWS_ 1 - Runtime model slot 1 draw submits.
- MODEL_
PROFILE_ DRAWS_ 2 - Runtime model slot 2 draw submits.
- MODEL_
PROFILE_ DRAWS_ 3 - Runtime model slot 3 draw submits.
- MODEL_
PROFILE_ DRAWS_ 4 - Runtime model slot 4 draw submits.
- MODEL_
PROFILE_ DRAWS_ 5 - Runtime model slot 5 draw submits.
- MODEL_
PROFILE_ DRAWS_ 6 - Runtime model slot 6 draw submits.
- MODEL_
PROFILE_ DRAWS_ 7 - Runtime model slot 7 draw submits.
- PERSISTENT_
ASSET_ FAILED_ ID - Asset id of the FIRST persistent asset that failed to load, or
u16::MAXif the failure could not be attributed to one asset. Without itPERSISTENT_ASSET_LOAD_FAILURESsays only that something broke, and the search space is every streamed asset in the level. - PERSISTENT_
ASSET_ FAILED_ REASON - Why that asset failed: a
cd_streamchunk status (0..11) when the read reached the drive, or one of theasset_streamingreason codes (100+) when it failed before any read was armed. - PERSISTENT_
ASSET_ LOAD_ FAILURES - Times the persistent asset pool refused an allocation. Non-zero means the cooked budget is too small for the neighbourhood, or the pool fragmented past the point first-fit can serve. The visible symptom is otherwise a texture that silently never loads, so this must stay at zero.
- PERSISTENT_
ASSET_ RESIDENT_ BYTES - Live bytes in the persistent gameplay asset pool. Makes the difference between whole-level and neighbourhood-scoped residency observable, which is the only way to tell that asset paging is doing anything.
- PLAYER_
ANIM_ ACTION - Player animation state as its cooked action index
(
CharacterAnimationAction::to_index), sampled every sim tick. - PLAYER_
ANIM_ PHASE_ Q12 - Phase of the player’s active clip in Q12 (0 = first frame, 4096 = last), sampled where rendering samples it. Timing questions (“is the strike where the constant says?”) are answered from this, not from the source clip in Blender: it accounts for the cook, playback speed and frame range that the guest actually applies.
- PLAYER_
ATTACK_ STARTS - Player attack actions that actually started (an accepted light, heavy, or combo press; presses swallowed by locks or hit-stun do not count). Lets headless combat gates assert attempt counts independently of whether the swings later connect.
- PLAYER_
BOUNDS_ CULLED - Player draws rejected by whole-model bounds.
- PLAYER_
BOUNDS_ TESTS - Player bounds tests.
- PLAYER_
CHECKPOINT_ ACTIVATIONS - Checkpoint activations that assigned a NEW in-memory checkpoint value. The logic-graph CHECKPOINT dispatch and the legacy direct interactable path share one assignment point, so an activation is never double-counted; re-activating the held checkpoint without moving does not count again.
- PLAYER_
CULLED_ TRIS - Triangles culled for the player model.
- PLAYER_
DEATHS - Player death events, any cause (combat damage reaching zero, BSP liquid hazards, lethal water). Counted when the death sequence is armed, not when the respawn completes.
- PLAYER_
DROPPED_ TRIS - Triangles dropped for the player model.
- PLAYER_
DUPLICATE_ HIT_ REJECTIONS - Player swing capsule contacts rejected by the one-hit-per-swing mask: the authored-capsule entity gate took the already-hit branch for an entity this swing had already connected with.
- PLAYER_
FACING_ YAW_ Q12 - Player body facing (motor yaw) in Q12 angle units, sampled with the player-map position counters. Lets headless runs check facing against travel direction.
- PLAYER_
HITS_ TAKEN - Entity attacks that connected with the player (i-framed and out-of-arc swings whiff and do not count).
- PLAYER_
LIQUID_ DAMAGE_ EVENTS - BSP liquid hazard damage applications to the player (each lava or slime cadence hit that subtracted health).
- PLAYER_
MELEE_ HITS - Player melee-arc swings that connected with an entity.
- PLAYER_
PROJECTED_ VERTICES - Vertices projected for the player model.
- PLAYER_
RENDER_ FORWARD_ X_ Q12_ BIASED - World-space X of the player model’s rendered forward axis (Q12, biased by 4096): column 2 of the rotation the draw consumes.
- PLAYER_
RENDER_ FORWARD_ Z_ Q12_ BIASED - World-space Z of the player model’s rendered forward axis (Q12, biased by 4096).
- PLAYER_
SUBMITTED_ TRIS - Triangles submitted for the player model.
- PLAYER_
WEAPON_ ATTACHMENTS - Equipped player weapon resolved to its socket pose and submitted for rendering for the FIRST time after a (re)spawn: one per life.
- PORTAL_
VIS_ ACCEPTED_ MASK_ HI - High 32 bits of destination rooms for accepted portals this frame.
- PORTAL_
VIS_ ACCEPTED_ MASK_ LO - Low 32 bits of destination rooms for accepted portals this frame.
- PORTAL_
VIS_ ACCEPTED_ PORTAL_ MASK_ HI - High 32 bits of directed portal records accepted this frame.
- PORTAL_
VIS_ ACCEPTED_ PORTAL_ MASK_ LO - Low 32 bits of directed portal records accepted this frame.
- PORTAL_
VIS_ BOUNDS_ FALLBACKS - Portals recovered by occupied-room-bounds fallback.
- PORTAL_
VIS_ BOUNDS_ FALLBACK_ MASK_ HI - High 32 bits of destination rooms recovered by occupied-room-bounds fallback.
- PORTAL_
VIS_ BOUNDS_ FALLBACK_ MASK_ LO - Low 32 bits of destination rooms recovered by occupied-room-bounds fallback.
- PORTAL_
VIS_ BOUNDS_ FALLBACK_ PORTAL_ MASK_ HI - High 32 bits of directed portal records accepted by occupied-bounds fallback.
- PORTAL_
VIS_ BOUNDS_ FALLBACK_ PORTAL_ MASK_ LO - Low 32 bits of directed portal records accepted by occupied-bounds fallback.
- PORTAL_
VIS_ BUILD_ FAILED_ MASK_ HI - High 32 bits of visible resident rooms that failed active-room build.
- PORTAL_
VIS_ BUILD_ FAILED_ MASK_ LO - Low 32 bits of visible resident rooms that failed active-room build.
- PORTAL_
VIS_ CAP_ DEPTH - Portal traversal max-depth hits.
- PORTAL_
VIS_ CAP_ FRUSTUM - Frustum pool capacity hits.
- PORTAL_
VIS_ CAP_ ROOM - Visible-room pool capacity hits.
- PORTAL_
VIS_ CURRENT_ ROOM - Current room used as the root of portal traversal.
- PORTAL_
VIS_ FRONTIER_ MASK_ HI - High 32 bits of the portal-frontier room bitset.
- PORTAL_
VIS_ FRONTIER_ MASK_ LO - Low 32 bits of the portal-frontier room bitset.
- PORTAL_
VIS_ FRONTIER_ ROOMS - Rooms one portal beyond the visible set.
- PORTAL_
VIS_ FRUSTUMS - Portal frustums accepted by the runtime traversal.
- PORTAL_
VIS_ MISSING_ MASK_ HI - High 32 bits of the visible-but-missing-residency room bitset.
- PORTAL_
VIS_ MISSING_ MASK_ LO - Low 32 bits of the visible-but-missing-residency room bitset.
- PORTAL_
VIS_ PORTALS_ ACCEPTED - Directed portals accepted by the runtime traversal.
- PORTAL_
VIS_ PORTALS_ TESTED - Directed portals tested by the runtime traversal.
- PORTAL_
VIS_ REJECT_ BACKFACE - Portals rejected by source-facing backface tests.
- PORTAL_
VIS_ REJECT_ FRUSTUM - Portals rejected by camera/window clipping.
- PORTAL_
VIS_ REJECT_ FRUSTUM_ MASK_ HI - High 32 bits of destination rooms rejected by portal window clipping.
- PORTAL_
VIS_ REJECT_ FRUSTUM_ MASK_ LO - Low 32 bits of destination rooms rejected by portal window clipping.
- PORTAL_
VIS_ REJECT_ FRUSTUM_ PORTAL_ MASK_ HI - High 32 bits of directed portal records rejected by camera/window clipping.
- PORTAL_
VIS_ REJECT_ FRUSTUM_ PORTAL_ MASK_ LO - Low 32 bits of directed portal records rejected by camera/window clipping.
- PORTAL_
VIS_ REJECT_ TINY - Portals rejected because the clipped cone was tiny.
- PORTAL_
VIS_ TESTED_ MASK_ HI - High 32 bits of destination rooms for portals tested this frame.
- PORTAL_
VIS_ TESTED_ MASK_ LO - Low 32 bits of destination rooms for portals tested this frame.
- PORTAL_
VIS_ TESTED_ PORTAL_ MASK_ HI - High 32 bits of directed portal records tested this frame.
- PORTAL_
VIS_ TESTED_ PORTAL_ MASK_ LO - Low 32 bits of directed portal records tested this frame.
- PORTAL_
VIS_ VISIBLE_ BUILD_ FAILED - Portal-accepted rooms resident in the stream cache but not buildable.
- PORTAL_
VIS_ VISIBLE_ MASK_ HI - High 32 bits of the portal-visible room bitset.
- PORTAL_
VIS_ VISIBLE_ MASK_ LO - Low 32 bits of the portal-accepted room bitset.
- PORTAL_
VIS_ VISIBLE_ MISSING_ RESIDENT - Portal-accepted rooms neither resident nor loading when the active window was built.
- PORTAL_
VIS_ VISIBLE_ ROOMS - Runtime rooms accepted by portal traversal.
- ROOM_
ACTIVE_ CHUNKS - Active runtime room/chunk records walked this frame.
- ROOM_
ACTIVE_ CHUNK_ MASK_ HI - High 32 bits of the active drawable room/chunk bitset.
- ROOM_
ACTIVE_ CHUNK_ MASK_ LO - Low 32 bits of the active drawable room/chunk bitset.
- ROOM_
CACHED_ DRAWS - Active room/chunk draws that used the cached surface path.
- ROOM_
CACHE_ CELLS - Cached room cell headers resident in the active chunk window.
- ROOM_
CACHE_ FALLBACK_ DRAWS - Active room/chunk draws that fell back because surface caching failed.
- ROOM_
CACHE_ SURFACES - Cached room surfaces resident in the active chunk window.
- ROOM_
CACHE_ VERTICES - Cached room vertices resident in the active chunk window.
- ROOM_
CAMERA_ GLOBAL_ X_ BIASED - Render camera absolute level X used by portal traversal, biased for unsigned transport.
- ROOM_
CAMERA_ GLOBAL_ Y_ BIASED - Render camera absolute level Y used by portal traversal, biased for unsigned transport.
- ROOM_
CAMERA_ GLOBAL_ Z_ BIASED - Render camera absolute level Z used by portal traversal, biased for unsigned transport.
- ROOM_
CAMERA_ LOCAL_ X_ BIASED - Render camera room-local X, biased for unsigned telemetry transport.
- ROOM_
CAMERA_ LOCAL_ Y_ BIASED - Render camera room-local Y, biased for unsigned telemetry transport.
- ROOM_
CAMERA_ LOCAL_ Z_ BIASED - Render camera room-local Z, biased for unsigned telemetry transport.
- ROOM_
CAMERA_ VIEW_ COS_ PITCH_ Q12_ BIASED - Render camera pitch cosine in Q12, biased by 4096 for unsigned transport.
- ROOM_
CAMERA_ VIEW_ COS_ YAW_ Q12_ BIASED - Render camera yaw cosine in Q12, biased by 4096 for unsigned transport.
- ROOM_
CAMERA_ VIEW_ SIN_ PITCH_ Q12_ BIASED - Render camera pitch sine in Q12, biased by 4096 for unsigned transport.
- ROOM_
CAMERA_ VIEW_ SIN_ YAW_ Q12_ BIASED - Render camera yaw sine in Q12, biased by 4096 for unsigned transport.
- ROOM_
CELLS_ CONSIDERED - Non-empty room grid cells considered by the visibility pass.
- ROOM_
CELLS_ CULLED - Room grid cells rejected by the coarse frustum test.
- ROOM_
CELLS_ DRAWN - Room grid cells drawn after visibility culling.
- ROOM_
CELLS_ RANGE_ CULLED - Room cells rejected by the global player/camera range gate.
- ROOM_
CHUNKS_ CONSIDERED - Candidate chunks that were within activation range this frame.
- ROOM_
CHUNK_ CACHE_ SKIPS - Candidate chunks skipped because the active cache budget was full.
- ROOM_
DRAWN_ CHUNK_ MASK_ HI - High 32 bits of the room/chunk bitset that submitted room geometry.
- ROOM_
DRAWN_ CHUNK_ MASK_ LO - Low 32 bits of the room/chunk bitset that submitted room geometry.
- ROOM_
MATERIAL_ SLOT_ OVERFLOW - Room materials dropped because their
local_slotis >= MAX_ROOM_MATERIALS, i.e. the room references more distinct materials than the per-room material table can hold. Every surface using a dropped slot renders untextured or not at all. A non-zero value means the per-room material cap is too small for the cooked room (raise MAX_ROOM_MATERIALS or reduce the room’s material count). This was the silent root cause of the demo10 invisible frieze/stairs. - ROOM_
MATERIAL_ TEXTURE_ DROPS - Room materials left untextured because their texture failed to become VRAM-resident (a real drop, not merely a pending upload): the silent missing-texture fallback at material-build time.
- ROOM_
PLAYER_ LOCAL_ X_ BIASED - Player room-local X, biased for unsigned telemetry transport.
- ROOM_
PLAYER_ LOCAL_ Y_ BIASED - Player feet Y (motor position), biased for unsigned transport like the X/Z map counters.
- ROOM_
PLAYER_ LOCAL_ Z_ BIASED - Player room-local Z, biased for unsigned telemetry transport.
- ROOM_
PLAYER_ ROOM_ INDEX - Runtime room/chunk index containing the player.
- ROOM_
PLAYER_ VIEW_ YAW_ Q12 - Camera/view yaw used by player-centred chunk diagnostics, in Q12 angle units.
- ROOM_
PROJECTED_ VERTICES - Unique cached room vertices projected by visible cells.
- ROOM_
STREAM_ EVICTIONS - Resident stream slots evicted to satisfy requests.
- ROOM_
STREAM_ FAILED_ LOADS - Stream slot loads that failed validation or CD reads.
- ROOM_
STREAM_ LOADING_ MASK_ HI - High 32 bits of rooms with in-flight streamed loads.
- ROOM_
STREAM_ LOADING_ MASK_ LO - Low 32 bits of rooms with in-flight streamed loads.
- ROOM_
STREAM_ MISSES - Stream scheduler requests that were not resident yet.
- ROOM_
STREAM_ PENDING_ LOADS - Stream slot loads scheduled by the current window refresh.
- ROOM_
STREAM_ PREFETCH_ REQUESTS - Stream scheduler requests issued only as prefetch/lookahead.
- ROOM_
STREAM_ PRIORITY_ CURRENT - Stream priority requests for the current room.
- ROOM_
STREAM_ PRIORITY_ FRONTIER - Stream priority requests for portal-frontier rooms.
- ROOM_
STREAM_ PRIORITY_ VISIBLE - Stream priority requests for portal-accepted rooms.
- ROOM_
STREAM_ PROTECTED_ FULL - Stream loads blocked because resident/requested rooms filled the pool.
- ROOM_
STREAM_ REQUESTS - Stream scheduler requests considered for the active window.
- ROOM_
STREAM_ RESIDENT_ MASK_ HI - High 32 bits of the resident streamed room/chunk bitset.
- ROOM_
STREAM_ RESIDENT_ MASK_ LO - Low 32 bits of the resident streamed room/chunk bitset.
- ROOM_
STREAM_ RESIDENT_ SLOTS - Resident room stream slots after scheduler processing.
- ROOM_
STREAM_ SLOT_ LIMIT - Effective resident streamed room slot limit for the current window.
- ROOM_
SUBMIT_ COMMAND_ CYCLES - Cycles spent pushing cached room triangle world commands.
- ROOM_
SUBMIT_ COMMAND_ OVERFLOWS - Cached room triangle submits rejected by command-buffer capacity.
- ROOM_
SUBMIT_ DEPTH_ CYCLES - Cycles spent calculating cached room triangle depth/order keys.
- ROOM_
SUBMIT_ FALLBACK_ CALLS - Cached room triangle submits that used the split/general fallback path.
- ROOM_
SUBMIT_ FALLBACK_ CYCLES - Cycles spent in cached room triangle fallback split/general path.
- ROOM_
SUBMIT_ HW_ SAFE_ CALLS - Cached room triangle submits that used the hardware-safe fast path.
- ROOM_
SUBMIT_ HW_ SAFE_ TEST_ CYCLES - Cycles spent checking cached room triangle hardware safety.
- ROOM_
SUBMIT_ PACKET_ FILL_ CYCLES - Cycles spent building cached room triangle packet values.
- ROOM_
SUBMIT_ PRIMITIVE_ OVERFLOWS - Cached room triangle submits rejected by primitive-buffer capacity.
- ROOM_
SUBMIT_ PRIMITIVE_ PUSH_ CYCLES - Cycles spent pushing cached room triangle packets into primitive storage.
- ROOM_
SURFACES_ CONSIDERED - Room floor/ceiling/wall surfaces considered for projection.
- ROOM_
SURFACE_ CACHE_ BUILDS - Runtime room surface caches built.
- ROOM_
SURFACE_ CACHE_ BUILD_ CELLS - Cells emitted while building runtime room surface caches.
- ROOM_
SURFACE_ CACHE_ BUILD_ SURFACES - Surfaces emitted while building runtime room surface caches.
- ROOM_
SURFACE_ CACHE_ BUILD_ VERTICES - Vertices emitted while building runtime room surface caches.
- ROOM_
SURFACE_ COMMANDS - World commands emitted by room surface draws, excluding water, props, actors, and other scene passes.
- ROOM_
SURFACE_ PACKETS - Primitive packets emitted by room surface draws, excluding water, props, actors, and other scene passes.
- ROOM_
SURF_ BACKFACE_ CULLED - Room surfaces culled by backface tests.
- ROOM_
SURF_ BACKFACE_ CYCLES - Cycles spent on room-surface backface culling.
- ROOM_
SURF_ CALL_ CYCLES - E2: the whole per-surface draw call.
call - sum(inner sections)is the surface body no counter reaches;stage - cell_setup - callis the loop’s own overhead. Together these close the attribution. - ROOM_
SURF_ CEILINGS - Room ceiling surfaces sampled by the micro-profiler.
- ROOM_
SURF_ CELL_ SETUP_ CYCLES - E2: per-cell setup ahead of the surface loop (tile depth options plus the submit-depth table), charged once per accepted cell.
- ROOM_
SURF_ FLOORS - Room floor surfaces sampled by the micro-profiler.
- ROOM_
SURF_ KIND_ CYCLES - Cycles spent classifying room-surface kind.
- ROOM_
SURF_ LIGHTING_ CYCLES - Cycles spent selecting baked/lit room-surface vertex colors.
- ROOM_
SURF_ LIGHTING_ REJECTS - Room surfaces where color selection returned no drawable colors.
- ROOM_
SURF_ MATERIAL_ CYCLES - Cycles spent on room-surface material lookup/setup.
- ROOM_
SURF_ MATERIAL_ MISSES - Room surfaces with missing material records.
- ROOM_
SURF_ OPTIONS_ CYCLES - E2 (docs/engine-30fps-architecture-2026-07-26.md): cycles rebuilding the
per-surface
WorldSurfaceOptionsvariants. This sits between the timed lighting and submit sections, i.e. inside the ~48% of room_surface_draw that no existing counter attributed. - ROOM_
SURF_ PROFILED - Room surfaces sampled by the micro-profiler.
- ROOM_
SURF_ PROJECTED_ CYCLES - Cycles spent fetching/validating projected room-surface quads.
- ROOM_
SURF_ PROJECTED_ REJECTS - Room surfaces rejected by projected-quad validity checks.
- ROOM_
SURF_ SCREEN_ CULLED - Room surfaces culled by screen bounds.
- ROOM_
SURF_ SCREEN_ CYCLES - Cycles spent on room-surface screen culling.
- ROOM_
SURF_ SPLIT_ TRIS - Split-triangle room surfaces sampled by the micro-profiler.
- ROOM_
SURF_ SUBMIT_ CYCLES - Cycles spent submitting room-surface packets/commands.
- ROOM_
SURF_ TR_ SUBDIVISION_ CANDIDATES - Room surfaces whose exact TR subdivision predicate passed.
- ROOM_
SURF_ TR_ SUBDIVISION_ SUBMITTED - TR subdivision candidates that successfully emitted geometry.
- ROOM_
SURF_ WALLS - Room wall surfaces sampled by the micro-profiler.
- ROOM_
SURF_ WARP_ SUBDIVIDED_ COUNT - Warp probe (read-only diagnostic,
room-surface-profileonly). - ROOM_
SURF_ WARP_ SUBDIVIDED_ MAX - Worst predicted error among subdivided surfaces, 1/16 texel units.
- ROOM_
SURF_ WARP_ SUBDIVIDED_ SUM - Sum of predicted error over subdivided surfaces, 1/16 texel units.
- ROOM_
SURF_ WARP_ SUBDIVIDED_ UNDER_ 1TX - Subdivided surfaces predicted to warp under 1 texel: wasted work.
- ROOM_
SURF_ WARP_ UNTOUCHED_ COUNT - Surfaces the depth-band rule left as authored polygons.
- ROOM_
SURF_ WARP_ UNTOUCHED_ MAX - Worst predicted error among untouched surfaces, 1/16 texel units.
- ROOM_
SURF_ WARP_ UNTOUCHED_ SUM - Sum of predicted error over untouched surfaces, 1/16 texel units.
- ROOM_
SURF_ WARP_ UNTOUCHED_ UNDER_ 1TX - Untouched surfaces predicted to warp under 1 texel: correctly skipped.
- ROOM_
SURF_ WHOLE_ QUADS - Whole-quad room surfaces sampled by the micro-profiler.
- ROOM_
TEXTURE_ UPLOADS - Room texture uploads performed.
- ROOM_
UNCACHED_ DRAWS - Active room/chunk draws that used the direct uncached path.
- ROOM_
VISIBILITY_ FALLBACK_ DRAWS - Active room/chunk draws that fell back because visibility cells were unavailable.
- ROOM_
VISIBLE_ CELLS - Precomputed/grid-visible cells supplied to the room renderer.
- ROOM_
WINDOW_ BUILT_ CHUNKS - Active chunks successfully built during room-window rebuilds.
- ROOM_
WINDOW_ REBUILDS - Active room/chunk windows rebuilt.
- SIM_
TICKS - Fixed simulation/control ticks run by the cadence layer.
- TEXTURED_
MODEL_ ALL_ FRONT_ SUBMITS - Model submits where all projected vertices were in front of the near plane.
- TEXTURED_
MODEL_ ALL_ HW_ BOUNDS_ SUBMITS - Model submits where all projected vertices were inside PS1 hardware bounds.
- TEXTURED_
MODEL_ COMMAND_ OVERFLOW_ SUBMITS - Model submits that exceeded world-command storage.
- TEXTURED_
MODEL_ CPU_ BLEND_ SUBMITS - Model submits that required CPU blended vertices.
- TEXTURED_
MODEL_ CPU_ BLEND_ VERTICES - Model vertices projected through CPU blend skinning.
- TEXTURED_
MODEL_ FACES - Face records considered by textured model submits.
- TEXTURED_
MODEL_ FALLBACK_ FACE_ CALLS - Model faces handled by the fully general face path.
- TEXTURED_
MODEL_ FAST_ SUBMITTED_ TRIS - Model triangles submitted through packed fast paths.
- TEXTURED_
MODEL_ HW_ EXTENT_ FALLBACKS - Packed model faces that fell back to split/general submission due hardware extents.
- TEXTURED_
MODEL_ HW_ UNSAFE_ DROPS - Model faces dropped because the projected triangle was not hardware-safe.
- TEXTURED_
MODEL_ JOINTS - Joints sampled for textured model submits.
- TEXTURED_
MODEL_ NEAR_ DROPS - Model faces dropped because they crossed or sat behind the near plane.
- TEXTURED_
MODEL_ PACKED_ CLAMPED_ CALLS - Model faces handled by packed all-front helpers that still clamp screen coordinates.
- TEXTURED_
MODEL_ PACKED_ CLAMPED_ ELIGIBLE_ SUBMITS - Model submits eligible for packed all-front helpers.
- TEXTURED_
MODEL_ PACKED_ FACE_ CALLS - Model faces handled by any packed fast-path helper.
- TEXTURED_
MODEL_ PACKED_ GENERAL_ CALLS - Model faces handled by the generic packed helper.
- TEXTURED_
MODEL_ PACKED_ GENERAL_ ELIGIBLE_ SUBMITS - Model submits eligible for the generic packed helper only.
- TEXTURED_
MODEL_ PACKED_ UNCLAMPED_ CALLS - Model faces handled by the packed all-front/all-HW-bounds helper.
- TEXTURED_
MODEL_ PACKED_ UNCLAMPED_ ELIGIBLE_ SUBMITS - Model submits eligible for the fastest packed-unclamped face path.
- TEXTURED_
MODEL_ PARTS - Parts walked for textured model submits.
- TEXTURED_
MODEL_ PRIMARY_ JOINT_ SUBMITS - Model submits that used primary-joint-only projection.
- TEXTURED_
MODEL_ PRIMITIVE_ OVERFLOW_ SUBMITS - Model submits that exceeded primitive packet storage.
- TEXTURED_
MODEL_ SKIPPED_ TRIS - Model triangles skipped because face indices exceeded projected vertex ranges.
- TEXTURED_
MODEL_ SPLIT_ TRIS - Model triangles emitted by split/general fallback submission.
- TEXTURED_
MODEL_ VERTEX_ OVERFLOW_ SUBMITS - Model submits that exceeded the projected vertex scratch buffer.
- TEXTURED_
MODEL_ VERTICES - Vertices projected for textured model submits.
- TRI_
PRIMITIVES - Textured primitive packets allocated this frame.
- TRI_
PRIMITIVE_ REMAINING - Remaining primitive packet slots at the end of scene emission.
- VISUAL_
DEADLINE_ MISSES - Visual frames that missed their target cadence slot.
- VISUAL_
FRAMES - Rendered visual frames produced by the cadence layer.
- VISUAL_
INTERVAL_ VBLANKS - Configured visual cadence interval in VBlanks.
- VISUAL_
MAX_ LATENESS_ VBLANKS - Worst observed lateness for a visual frame in VBlanks.
- VISUAL_
SKIPPED_ VBLANKS - Visual VBlank slots intentionally held/skipped instead of rendered.
- VRAM_
CLUT_ FULL - Texture uploads where
alloc_clutfound no free CLUT slot (the CLUT band cap). - VRAM_
SLOTS_ FREED - Room-texture VRAM slots freed by residency eviction (Stage 4 teardown).
- VRAM_
SLOT_ TABLE_ FULL - Texture uploads that found no free
VRAM_SLOTSentry: the 64-slot residency table cap, the binding VRAM budget for distinct resident textures. A non-zero value during traversal is the silent missing-texture root cause. - VRAM_
UPLOAD_ QUEUE_ FULL - Room-texture uploads skipped because the in-flight VRAM upload queue had no free slot (the upload-queue depth throttle, another silent skip).
- VRAM_
WINDOW_ FULL - Room-texture uploads where
alloc_windowfound no free space in the room-material page band (the secondary 4bpp window cap). - WORLD_
COMMANDS - World render commands queued before flush.