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152 changes: 152 additions & 0 deletions engine_details/development/debugging/profiling/sampling_profilers.rst
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.. _doc_sampling_profilers:

Sampling profilers
==================

Recommended profilers
---------------------

- `VerySleepy <http://www.codersnotes.com/sleepy/>`__ (Windows only)
- `HotSpot <https://github.com/KDAB/hotspot>`__ (Linux only)
- `Xcode Instruments <https://developer.apple.com/xcode/>`__ (macOS only)

These profilers may not be the most powerful or flexible options, but their
standalone operation and limited feature set tends to make them easier to use.

Setting up Godot
----------------

To get useful profiling information, it is **absolutely required** to use a Godot
build that includes debugging symbols. Official binaries do not include debugging
symbols, since these would make the download size significantly larger.

To get profiling data that best matches the production environment (but with debugging symbols),
you should compile binaries with the ``production=yes debug_symbols=yes`` SCons options.

It is possible to run a profiler on less optimized builds (e.g. ``target=template_debug`` without LTO),
but results will naturally be less representative of real world conditions.

.. warning::

Do *not* strip debugging symbols on the binaries using the ``strip`` command
after compiling the binaries. Otherwise, you will no longer get useful
profiling information when running a profiler.

Benchmarking startup/shutdown times
-----------------------------------

If you're looking into optimizing Godot's startup/shutdown performance,
you can tell the profiler to use the ``--quit`` command line option on the Godot binary.
This will exit Godot just after it's done starting.
The ``--quit`` option works with ``--editor``, ``--project-manager``, and
``--path <path to project directory>`` (which runs a project directly).

.. seealso::

See :ref:`doc_command_line_tutorial` for more command line arguments
supported by Godot.

Profiler-specific instructions
------------------------------

VerySleepy
~~~~~~~~~~

- Start the Godot editor or your project first.
If you start the Project Manager, make sure to edit or run a project first.
Otherwise, the profiler will not track the child process since the Project Manager
will spawn a child process for every project edited or run.
- Open VerySleepy and select the Godot executable in the list of processes on the left:

.. image:: img/cpp_profiler_verysleepy_select_process.png

- Click the **Profile All** button on the right to start profiling.
- Perform the actions you wish to profile in the editor or project. When you're done, click **Stop** (*not* Abort).
- Wait for the results window to appear.
- Once the results window appears, filter the view to remove external modules (such as the graphics driver).
You can filter by module by finding a line whose **Module** matches the Godot
executable name, right-clicking that line then choosing
**Filter Module to <Godot executable name>** in the dropdown that appears.
- Your results window should now look something like this:

.. image:: img/cpp_profiler_verysleepy_results_filtered.png

HotSpot
~~~~~~~

- Open HotSpot. Click **Record Data**:

.. image:: img/cpp_profiler_hotspot_welcome.png

- In the next window, specify the path to the Godot binary that includes debug symbols.
- Specify command line arguments to run a specific project, with or without the editor.
- The path to the working directory can be anything if an absolute path is used
for the ``--path`` command line argument. Otherwise, it must be set so that
the relative path to the project is valid.
- Make sure **Elevate Privileges** is checked if you have administrative privileges.
While not essential for profiling Godot, this will ensure all events can be captured.
Otherwise, some events may be missing from the capture.
Your settings should now look something like this:

.. image:: img/cpp_profiler_hotspot_record.png

- Click **Start Recording** and perform the actions you wish to profile in the editor/project.
- Quit the editor/project normally or use the **Stop Profiling** button in HotSpot
to stop profiling early. Stopping profiling early can result in cleaner profiles
if you're not interested in the engine's shutdown procedure.
- Click **View Results** and wait for the profiling visualization to be generated:

.. image:: img/cpp_profiler_hotspot_view_results.png

- Use the tabs at the top to navigate between the different views. These views
show the same data, but in different ways. The **Flame Graph** tab is a good
way to see which functions take up the most time at a glance. These functions
are therefore the most important ones to optimize, since optimizing them will
improve performance the most.
- At the bottom of all tabs except **Summary**, you will also see a list of CPU threads
started by the engine along with the CPU utilization for each thread.
This lets you see threads that can be a bottleneck at a given point in time.

.. image:: img/cpp_profiler_hotspot_flame_graph.png

.. note::

If you don't want the startup procedure to be included in the profile, you
can also attach HotSpot to a running process by clicking **Record Data**
then setting the **Launch Application** dropdown option to **Attach To
Process(es)**.

This process attachment-based workflow is similar to the one used by VerySleepy.

Xcode Instruments
~~~~~~~~~~~~~~~~~

- Open Xcode. Select **Open Developer Tool** - **Instruments** from the **Xcode** app menu:
- Double-click on **Time Profiler** in the **Instruments** window:

.. image:: img/cpp_profiler_xcode_menu.png

- In the Time Profiler window, click on the **Target** menu, select **Choose target...**
and specify the path to the Godot binary, command line arguments, and environment variables
in the next window.

.. image:: img/cpp_profiler_time_profiler.png

- You can also attach the Time Profiler to a running process by selecting it from the **Target**
menu.

- Click the **Start an immediate mode recording** button to start profiling.

.. image:: img/cpp_profiler_time_profiler_record.png

- Perform the actions you wish to profile in the editor or project. When you're done,
click the **Stop** button.

- Wait for the results to appear.
- At the bottom of the window you will see a call tree for all CPU threads started, and
the **Heaviest Stack Trace** overview.
- Select **Hide system libraries** in the **Call Tree** menu (at the bottom of the window) to
remove external modules.
- You can use the timeline at the top of the window to display details for the specific time period.

.. image:: img/cpp_profiler_time_profiler_result.png
227 changes: 227 additions & 0 deletions engine_details/development/debugging/profiling/tracing_profilers.rst
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.. _doc_tracing_profilers:

Tracing Profilers
=================

Godot currently supports two tracing profilers:
`Tracy <https://github.com/wolfpld/tracy>`__ and `Perfetto <https://perfetto.dev>`__.

In order to use either of them, you'll need to build the engine from source.
If you've never done this before, please read
:ref:`these docs <doc_compiling_index>` for the platform you want to profile on.
You'll need to perform the same steps here, but with the addition of a single
extra argument for ``scons``.

.. _doc_tracy_profiler:

Tracy for Windows, Linux, and macOS
-----------------------------------

Tracy is an Open Source profiler that runs on a wide variety of platforms,
including Windows, Linux, and macOS. While it is primarily a tracing profiler,
it can also periodically sample data like a
:ref:`sampling profiler <doc_sampling_profilers>`, giving some of the benefits
of both approaches.

Build Godot with Tracy support
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

First, clone the latest version of the Tracy source code ("0.13.0" at the
time of writing) using Git:

.. code-block:: shell
git clone -b v0.13.0 --single-branch https://github.com/wolfpld/tracy.git
This will create a ``tracy`` directory - you can place this anywhere.

Next, build the release templates for your platform using ``scons``, but adding
the ``profiler_path=path/to/tracy`` argument with the real path to the ``tracy``
directory, as well as ``debug_symbols=yes`` to allow Tracy's sampling features
to work.

.. note::

You don't have to build release templates, you could also build debug
templates, or even the editor. However, it's generally recommended to
profile release templates, because that is the version your players will
use, and it will perform differently than other types of builds.

For example, to build release templates for Windows:

.. code-block:: shell
scons platform=windows target=template_release debug_symbols=yes profiler_path=path/to/tracy
Get the Tracy "server"
~~~~~~~~~~~~~~~~~~~~~~

In Tracy terminology, the application you are profiling is the "client", and
the one receiving the data is the "server".

If you are on Windows, you can download a pre-built ``tracy-profiler.exe``
from the Tracy `releases page <https://github.com/wolfpld/tracy/releases>`_.

However, if you're on Linux or macOS, you'll either need to find a pre-built
binary from a package manager (like ``brew`` or ``nix``), or build it from
source yourself.

.. note::

If you do use a pre-built binary, be sure to use the same version that
you used when building Godot.

Build the Tracy server from source
++++++++++++++++++++++++++++++++++

The full details can be found in the
`Tracy manual <https://github.com/wolfpld/tracy/releases/latest/download/tracy.pdf>`_,
but here is the TL;DR:

.. code-block:: shell
# On Linux, Tracy uses Wayland by default, so if you use X11 add -DLEGACY=1
cmake -B profiler/build -S profiler -DCMAKE_BUILD_TYPE=Release
cmake --build profiler/build --config Release --parallel
Record a trace
~~~~~~~~~~~~~~

Launch the Tracy server - you'll see something like this:

.. image:: img/cpp_profiler_tracy_start.webp

If you press "Connect" now, you can profile the launch of Godot. However,
if you want to profile something specific (for example, a part of your game
that is exhibiting performance issues), wait before pressing the button.

Now, export your game using the release templates you built above, and run it.
As soon as the both the game are running, and you have pressed the "Connect"
button in Tracy, you'll see data coming in:

.. image:: img/cpp_profiler_tracy_recording.webp

When you think you've gathered enough data, press the "Stop" button. If you
clicked somewhere and the box with the "Stop" button disappeared, you can
click the top-left most icon to bring it back.

Examining the trace
~~~~~~~~~~~~~~~~~~~

Here are some of the basic controls:

- Zoom in/out with the mouse wheel
- Right click and drag to move forward/backward on the timeline
- In the top bar, click the left and right arrow buttons by "Frames" to move a single frame on the timeline

To learn more, see the
`Tracy manual <https://github.com/wolfpld/tracy/releases/latest/download/tracy.pdf>`_.

Perfetto for Android
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Worth including that it supports Win/Mac/Linux as well.

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@dsnopek dsnopek Nov 25, 2025

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I don't think the way Godot has integrated it (at least so far) really supports Windows and Mac. It's setup to use the "system" backend, which requires connecting with Perfetto's system daemon which I think is only Linux and Android. If we added support for the "in process" backend we could add docs for how to use that later? The steps for using it would be somewhat different

--------------------

Perfetto is the default tracing system for Android. In fact, its system tracing
service has been built into the platform since Android 9.

Build Godot with Perfetto support
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

First, clone the latest version of the Perfetto source code ("53.0" at the
time of writing) using Git:

.. code-block:: shell
git clone -b v53.0 --single-branch https://github.com/google/perfetto.git
This will create a ``perfetto`` directory - you can place this anywhere.

Next, build the Android debug or release templates for your architecture using
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Are debug symbols not required for Perfetto?

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Nope! Debug symbols are not required for Perfetto, or Tracy either, if you just use its tracing stuff and not its sampling features

``scons`` (per :ref:`Compiling for Android <doc_compiling_for_android>`), but
adding the ``profiler_path=path/to/perfetto`` argument with the real path to
the ``perfetto`` directory.

.. note::

It's generally recommended to profile release templates, because that is
the version your players will use, and it will perform differently than
other types of builds. However, in the case of Android, it can sometimes
be useful to use debug templates, because Godot can only do remote
debugging of games exported from debug templates.

For example, to build the release templates for arm64:

.. code-block:: shell
scons platform=android target=template_release arch=arm64 generate_android_binaries=yes profiler_path=path/to/perfetto
Configuration
~~~~~~~~~~~~~

Perfetto requires a configuration file to tell it which events to track.

Create a file called ``godot.config`` inside of the ``perfetto`` directory
with this content:

.. code-block:: text
# Trace for 10 seconds.
duration_ms: 10000
buffers {
size_kb: 32768
fill_policy: RING_BUFFER
}
# Write to file once every second to prevent overflowing the buffer.
write_into_file: true
file_write_period_ms: 1000
# Track events in the "godot" category.
data_sources {
config {
name: "track_event"
track_event_config {
enabled_categories: "godot"
}
}
}
Record a trace
~~~~~~~~~~~~~~

Finally, launch your game on an Android device using the export templates you
built earlier.

When you're ready to record a trace (for example, when you've hit the part of
your game that is exhibiting performance issues), you can use this script that
comes with the Perfetto source code:

.. code-block:: shell
cd perfetto
./tools/record_android_trace -c godot.config
This will record for 10 seconds (per the configuration), or until you press
:kbd:`Ctrl + C`.

Examining the trace
~~~~~~~~~~~~~~~~~~~

As soon as that script exits, it will launch the Perfetto UI in a web browser.

To see the Godot events, expand the row for your application by clicking on its
Android "Unique Name" (Perfetto will also include some events from system
services in the trace).

.. image:: img/cpp_profiler_perfetto.webp

Then you can use the ``WASD`` keys to navigate the graph:

- Press :kbd:`A` or :kbd:`D` to navigate forward or backward along the timeline
- Press :kbd:`W` or :kbd:`S` to zoom in or out

You'll probably need to zoom a bit before you're able to see the individual
events from Godot.

To learn more, see the
`Perfetto UI documentation <https://perfetto.dev/docs/visualization/perfetto-ui>`_.
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