Overview
The Prysm Unreal Engine plugin has a number of ways to assist you in optimizing your games performance and memory footprint.
The Prysm in Development
configuration contains the following additional features and ways of profiling:
- Deeper logging verbosity - Cohtml’s
Trace
andDebug
logs are available, and will appear asLog
verbosity in Unreal Engine by default. - Performance warnings - Cohtml provides an extra layer of logging specifically related to monitoring or improving performance. The warnings will automatically appear in the log in all
Development
builds and can be turned off through the “Enable performance warnings” switches in the Prysm and Rendering plugin editor options. The performance warnings utilize the nativeIPerformanceHandler
interface, which can be found here. - Generation of GPU debug markers - These will appear in graphics debugging tools, such as RenderDoc, Nvidia Nsight, Pix, or any similar platform-specific tool.
- GPU memory tracking - Most stats related to GPU memory are available, such as the total memory used or the count of all current textures of a given type. For more info on the available APIs, see the native documentation
- Paint rectangles visualization - you can visualize all parts of your UI that get re-drawn every frame by calling the
ShowPaintRects
method of your HUD or WidgetView
. - Prysm Performance markers - Prysm can emit performance markers, letting you observe a timeline of the most important UI events and their duration.
- Unreal LLM tracking - this section contains information regarding the Unreal Low Level Memory tracking and the Prysm Unreal Engine plugin integration with it.
- Unreal Stat commands - this section lists all console commands that can display individual performance statistics (CPU memory usage, GPU memory usage, etc.).
- Unreal Editor statistics - this section contains information about the different stat pages for the resources that Prysm utilizes.
Most of these features are fully usable only if you are running Prysm in
Development
configuration. For more information, please visit the SDK configurations page.