How to measure performance and network usage for a exported game?

Godot Version

4.2.2, but does not matter

Question

Hi all,

I have a multiple versions of my game, and will run those games on exactly same amount of time and same player input.
I’d like to measure a performance(cpu usage / memory usage) and network usage for those versions and compare like “Version A is 10% efficient than version B in cpu usage”.

I’ve already checked profiler, but it seems like focus on function-level profiling, not for whole game…

I think the editor profiler should be adequate, you would probably want to look at one of the larger metrics like frame time. (Which is above the Script Functions section depicted in the doc)

If you want CPU time use a third party profiler described here.

Also consider the editors monitors.

Thanks for suggestion.

Well since I’m considering exported game without editor support, editor profilers or monitors seems not work for me

you can still connected an exported game to the editor. or do you mean a release build?

Oh didn’t knew that exported game executable can be connected to editor…

Well, yeah, I’m also need to measure for release build as well… thus I guess there is no support from engine side…?

You can connect to the debugger from an exported build by launching it from a cmd and adding the parameter --remote-debug <protocol>://<ip>:<port> (by default tcp://127.0.0.1:6007)

You’ll need to enable the option Keep Debug Server Open under Debug in the editor’s menu bar.

Depending how you exported your game, some information may not be available.

More information about command line parameters here Command line tutorial — Godot Engine (stable) documentation in English

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