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In some cases, users focus too much on the DrawCall metric and ignore the performance degradation associated with excessive batching. We should slightly weaken the presentation of the DrawCall and direct the user to focus more on the overall rendering time (CPU + GPU).
Current information
The recommended order of adjustment is
Framerate
Draw Call
Instance Count // drawcall associated metric, put it closer to drawcall
Frame Time // time -> Time
Renderer // <---
Game Logic
Physics
Triangle
GFX Texture Mem
GFX Buffer Mem
Also, Renderer followed by a percentage: round(renderer / frameTime * 100) + "%", just like
In some cases, users focus too much on the DrawCall metric and ignore the performance degradation associated with excessive batching. We should slightly weaken the presentation of the DrawCall and direct the user to focus more on the overall rendering time (CPU + GPU).
Current information
The recommended order of adjustment is
Also, Renderer followed by a percentage:
round(renderer / frameTime * 100) + "%"
, just likerely on: https://github.com/cocos/cocos-engine/issues/11043