Skip to content

Commit 149bdb3

Browse files
author
ramdoys
authored
Update tag-table.md (#894)
## Changes Made some typo fixes for micro profiler tags, as well as adding the full sequence to some of them. ## Checks By submitting your pull request for review, you agree to the following: - [x] This contribution was created in whole or in part by me, and I have the right to submit it under the terms of this repository's open source licenses. - [x] I understand and agree that this contribution and a record of it are public, maintained indefinitely, and may be redistributed under the terms of this repository's open source licenses. - [x] To the best of my knowledge, all proposed changes are accurate.
1 parent ddd8fd5 commit 149bdb3

File tree

1 file changed

+11
-11
lines changed

1 file changed

+11
-11
lines changed

content/en-us/studio/microprofiler/tag-table.md

Lines changed: 11 additions & 11 deletions
Original file line numberDiff line numberDiff line change
@@ -175,27 +175,27 @@ The following is a list of common tags in the MicroProfiler, grouped by category
175175
<td>Reduce the number of visible adorned objects, such as `Class.BillboardGui|BillboardGuis`, `Class.Humanoid` name/health labels, etc.</td>
176176
</tr>
177177
<tr>
178-
<td>Prepare/Pass2D</td>
178+
<td>Prepare/Pass2d</td>
179179
<td>Readies 2D UI rendering (both player and Roblox UI).</td>
180180
<td>Reduce the amount or complexity of UI elements.</td>
181181
</tr>
182182
<tr>
183-
<td>Prepare/UpdateInvalidParts</td>
183+
<td>Prepare/UpdatePrepare/updateInvalidParts</td>
184184
<td>Updates parts that had some property changed or added.</td>
185185
<td>Reduce the amount of properties changes on the world. If a script updates a large set of object properties, break it down across frames.</td>
186186
</tr>
187187
<tr>
188-
<td>Prepare/UpdateInvalidateFastClusters</td>
188+
<td>Prepare/UpdatePrepare/updateInvalidatedFastClusters</td>
189189
<td>Prepares geometry, typically "FastClusters" used to render `Class.Humanoid|Humanoids`. Sub-markers specify the number of parts, vertices, and size of vertices.</td>
190190
<td>Reduce the use of 'Humanoids' under objects that are not `Class.Humanoid|Humanoids`. This should not be used to shorten draw calls as FastClusters consume much more memory.</td>
191191
</tr>
192192
<tr>
193-
<td>Prepare/UpdateDynamicParts</td>
193+
<td>Prepare/UpdatePrepare/updateDynamicParts</td>
194194
<td>Updates positions for `Class.Humanoid|Humanoids`, vehicles and other moving instances for rendering.</td>
195195
<td>Reduce the number or complexity of moving `Class.Humanoid|Humanoids` or vehicles visible. Combining parts of the same material and color into a union or MeshPart can help with this.</td>
196196
</tr>
197197
<tr>
198-
<td>Prepare/updateInstancedClusters</td>
198+
<td>Prepare/UpdatePrepare/updateInstancedClusters</td>
199199
<td>Prepares static geometry that uses instanced rendering (parts and mesh parts). Labels "Clusters" and "Instances" indicate the number updated.</td>
200200
<td>Use less overall mesh and material variation. You can also create clusters by using objects that have similar appearances - size, color, material. </td>
201201
</tr>
@@ -335,22 +335,22 @@ The following is a list of common tags in the MicroProfiler, grouped by category
335335
<td>Reduce the amount of joints being created or destroyed.</td>
336336
</tr>
337337
<tr>
338-
<td>Simulation/physicsStepped</td>
338+
<td>Simulation/physicsSteppedTotal/physicsStepped</td>
339339
<td>Runs the physics simulation.</td>
340340
<td>Reduce the amount and complexity of physically simulated bodies.</td>
341341
</tr>
342342
<tr>
343-
<td>physicsStepped/SpacialFilter/filterStep</td>
343+
<td>Simulation/physicsSteppedTotal/physicsStepped/SpacialFilter/filterStep</td>
344344
<td>Updates simulation islands, arranging parts according to network ownership, local simulation. Islands are non-interacting groups of parts which can be simulated independently.</td>
345345
<td>Avoid setting network ownership frequently. Keep groups of parts far enough away from each other so they can be simulated separately.</td>
346346
</tr>
347347
<tr>
348-
<td>physicsStepped/worldStep/stepContacts</td>
348+
<td>Simulation/physicsSteppedTotal/physicsStepped/worldStep/stepContacts</td>
349349
<td>Updates contacts between objects.</td>
350350
<td>Reduce the amount of bodies colliding at once, or use simpler collision boxes. Cubes are better than complex meshes.</td>
351351
</tr>
352352
<tr>
353-
<td>physicsStepped/worldStep/stepWorld OR stepWorldThrottled</td>
353+
<td>Simulation/physicsSteppedTotal/physicsStepped/worldStep/stepWorld **OR** stepWorldThrottled</td>
354354
<td>Solves physics equations relating to connectors, buoyancy and `Class.Humanoid|Humanoids`. When the engine is overloaded and unable to simulate everything in real time, some steps may be throttled (stepWorldThrottled) and only "real time assemblies" such as `Class.Humanoid|Humanoids` are simulated.</td>
355355
<td>Depends on where the time is going based on the following three phases: stepContacts: narrow phase collision detection geometry tests. Solver step: integrate time and resolve collisions and other constraints updateBroadphase: update positions of assemblies in collision detection system and find possibly colliding narrow phase pairs.</td>
356356
</tr>
@@ -360,7 +360,7 @@ The following is a list of common tags in the MicroProfiler, grouped by category
360360
<td></td>
361361
</tr>
362362
<tr>
363-
<td>Simulation/InterpolateNetworkedAssemblies</td>
363+
<td>Simulation/physicsSteppedTotal/physicsStepped/interpolateNetworkedAssemblies</td>
364364
<td>Interpolates assemblies not controlled by this network peer.</td>
365365
<td>Set the network owner of parts to this peer to reduce this; although this will usually cause more physics work to be done elsewhere.</td>
366366
</tr>
@@ -370,7 +370,7 @@ The following is a list of common tags in the MicroProfiler, grouped by category
370370
<td>Lower the destroy height or reduce the amount of parts that fall to the destroy height.</td>
371371
</tr>
372372
<tr>
373-
<td>Heartbeat/HeartbeatInternal/updateVisuallySleeping</td>
373+
<td>Heartbeat/heartbeatInternal/workspaceOnHeartbeat/updateVisuallySleeping</td>
374374
<td>Second part of NotifyMovingAssemblies.</td>
375375
<td></td>
376376
</tr>

0 commit comments

Comments
 (0)