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Module counter

Module counter 

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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::MAX if the failure could not be attributed to one asset. Without it PERSISTENT_ASSET_LOAD_FAILURES says 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_stream chunk status (0..11) when the read reached the drive, or one of the asset_streaming reason 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_slot is >= 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 - call is 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 WorldSurfaceOptions variants. 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-profile only).
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_clut found 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_SLOTS entry: 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_window found no free space in the room-material page band (the secondary 4bpp window cap).
WORLD_COMMANDS
World render commands queued before flush.