diff --git a/content/en-us/studio/microprofiler/tag-table.md b/content/en-us/studio/microprofiler/tag-table.md index 90167fa7c..53722eeee 100644 --- a/content/en-us/studio/microprofiler/tag-table.md +++ b/content/en-us/studio/microprofiler/tag-table.md @@ -175,27 +175,27 @@ The following is a list of common tags in the MicroProfiler, grouped by category Reduce the number of visible adorned objects, such as `Class.BillboardGui|BillboardGuis`, `Class.Humanoid` name/health labels, etc. - Prepare/Pass2D + Prepare/Pass2d Readies 2D UI rendering (both player and Roblox UI). Reduce the amount or complexity of UI elements. - Prepare/UpdateInvalidParts + Prepare/UpdatePrepare/updateInvalidParts Updates parts that had some property changed or added. Reduce the amount of properties changes on the world. If a script updates a large set of object properties, break it down across frames. - Prepare/UpdateInvalidateFastClusters + Prepare/UpdatePrepare/updateInvalidatedFastClusters Prepares geometry, typically "FastClusters" used to render `Class.Humanoid|Humanoids`. Sub-markers specify the number of parts, vertices, and size of vertices. 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. - Prepare/UpdateDynamicParts + Prepare/UpdatePrepare/updateDynamicParts Updates positions for `Class.Humanoid|Humanoids`, vehicles and other moving instances for rendering. 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. - Prepare/updateInstancedClusters + Prepare/UpdatePrepare/updateInstancedClusters Prepares static geometry that uses instanced rendering (parts and mesh parts). Labels "Clusters" and "Instances" indicate the number updated. Use less overall mesh and material variation. You can also create clusters by using objects that have similar appearances - size, color, material. @@ -335,22 +335,22 @@ The following is a list of common tags in the MicroProfiler, grouped by category Reduce the amount of joints being created or destroyed. - Simulation/physicsStepped + Simulation/physicsSteppedTotal/physicsStepped Runs the physics simulation. Reduce the amount and complexity of physically simulated bodies. - physicsStepped/SpacialFilter/filterStep + Simulation/physicsSteppedTotal/physicsStepped/SpacialFilter/filterStep Updates simulation islands, arranging parts according to network ownership, local simulation. Islands are non-interacting groups of parts which can be simulated independently. Avoid setting network ownership frequently. Keep groups of parts far enough away from each other so they can be simulated separately. - physicsStepped/worldStep/stepContacts + Simulation/physicsSteppedTotal/physicsStepped/worldStep/stepContacts Updates contacts between objects. Reduce the amount of bodies colliding at once, or use simpler collision boxes. Cubes are better than complex meshes. - physicsStepped/worldStep/stepWorld OR stepWorldThrottled + Simulation/physicsSteppedTotal/physicsStepped/worldStep/stepWorld **OR** stepWorldThrottled 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. 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. @@ -360,7 +360,7 @@ The following is a list of common tags in the MicroProfiler, grouped by category - Simulation/InterpolateNetworkedAssemblies + Simulation/physicsSteppedTotal/physicsStepped/interpolateNetworkedAssemblies Interpolates assemblies not controlled by this network peer. Set the network owner of parts to this peer to reduce this; although this will usually cause more physics work to be done elsewhere. @@ -370,7 +370,7 @@ The following is a list of common tags in the MicroProfiler, grouped by category Lower the destroy height or reduce the amount of parts that fall to the destroy height. - Heartbeat/HeartbeatInternal/updateVisuallySleeping + Heartbeat/heartbeatInternal/workspaceOnHeartbeat/updateVisuallySleeping Second part of NotifyMovingAssemblies.