Difference between revisions of "Debug"

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(→‎First row: explain drawtime)
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* '''FPS''': Number of frames per second, denotes how fast everything is rendered. Higher = better. It is limited at 60 by default. An FPS lower than 30 is pretty bad (try to lower graphics settings or close some background applications)
 
* '''FPS''': Number of frames per second, denotes how fast everything is rendered. Higher = better. It is limited at 60 by default. An FPS lower than 30 is pretty bad (try to lower graphics settings or close some background applications)
 
* '''R: range_all''': If “1”, the full viewing range is enabled, if “0”, it is disabled. You can toggle this with the “Far View” key (<kbd>R</kbd>)
 
* '''R: range_all''': If “1”, the full viewing range is enabled, if “0”, it is disabled. You can toggle this with the “Far View” key (<kbd>R</kbd>)
* '''drawtime''': ???
+
* '''drawtime''': The time it took to render the previous frame, in milliseconds. This number is directly related to FPS, lower is better
* '''time_jitter''': ???
+
* '''dtime_jitter''': The variance of drawtime over some short period of time <!-- TODO: This is a crappy explanation, please improve it! -->
 
* '''v_range''': Viewing range in nodes. By default, you can adjust this with <kbd>+</kbd> and <kbd>-</kbd>.
 
* '''v_range''': Viewing range in nodes. By default, you can adjust this with <kbd>+</kbd> and <kbd>-</kbd>.
 
* '''RTT''': Round Trip Time in seconds. This is especially important when connected to a server. Lower is better
 
* '''RTT''': Round Trip Time in seconds. This is especially important when connected to a server. Lower is better

Revision as of 18:10, 5 June 2017

Mbox important.png This article is incomplete.
Please help expand this article to include more useful information.

The debug screen can be access by pressing the F5 key (by default) and shows various technical information about Minetest which are mostly interesting for developers, but some information are also useful for players, especially the coordinates.

It contains various information useful for development and testing. Press F5 to access different debug screen modes:

  • Debug screen disabled
  • Debug info
  • Debug info + profiler graph
  • Debug info + wireframe (only with “debug” privilege)

Debug info

Debug.png

The basic debug information is located at the top left of the screen.

First row

  • Minetest X.Y.Z: The version number
  • FPS: Number of frames per second, denotes how fast everything is rendered. Higher = better. It is limited at 60 by default. An FPS lower than 30 is pretty bad (try to lower graphics settings or close some background applications)
  • R: range_all: If “1”, the full viewing range is enabled, if “0”, it is disabled. You can toggle this with the “Far View” key (R)
  • drawtime: The time it took to render the previous frame, in milliseconds. This number is directly related to FPS, lower is better
  • dtime_jitter: The variance of drawtime over some short period of time
  • v_range: Viewing range in nodes. By default, you can adjust this with + and -.
  • RTT: Round Trip Time in seconds. This is especially important when connected to a server. Lower is better

Second row

  • The first three numbers: Your coordinates: X, Y and Z
  • yaw: Your current horizontal looking direction in degrees (0-360), with 0° translated to “North”, 270° to “East”, 180° to “South” and 90° to “West”. Note that the concept of cardinal directions is not really meaningful in Minetest, as the world is a cube, not a sphere, and there are no poles
  • seed: The randomness seed of the current world. Equal seeds (along with equal map generation settings) will lead to equal world
  • pointing_at: If you're pointing at a node, this shows its itemstring as well as the file name of the primary texture (top side on cubes)

When pointing an entity

When you point an entity (such as a dropped item or player), the following information is shown:

  • Entity type
  • hp: Health in hit points (→Player#Health)
  • armor: Armor groups, determine how the entity receives damage. (With “immortal=1”, the entity doesn't take damage, or it doesn't take damage the conventional way)

Profiler graphs

TO BE WRITTEN!