Jump to content

SceneInstrumentation.drawCallsCounter not working


Recommended Posts


I've got a strange problem with the drawCallsCounter from SceneInstrumentation, it only outpus 0 as the current (and min/max) value.

Here is a playground example:


The strange thing about it is, if I output the drawCallsCounter object in the console, and click and the getter for current, it displays the correct value.

This also seems to happen for activeEvaluationTime and ParticlesRenderTime.

It worked before, so I don't know exactly whats happening here, maybe it's on my end.

Switching from the latest preview release (3.3.0-beta3) to 3.2.0 stable doesn't change anything.

Another problem I encountered, is the gpu frame time, which also only shows 0, but the console output of the object doesn't show anything different, and the gpu frame time has been this way for quite a while, so I don't think this is related to the other problem.

Did I do something wrong here?



Link to comment
Share on other sites

GPU time has been disable by browser vendor due to Spectre and Meltdown: https://bugs.chromium.org/p/chromium/issues/detail?id=595172

The code is still in as they might re-enable it once a better timer fix will be found.

About the rest you can only access the value at the end of the render https://www.babylonjs-playground.com/indexStable.html#0QHUKY#4


Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Create New...