Documentation is work in progress and not completeEditor
GPU Constraints and 3D

Performance Profiling Tools

The Performance Panel

View -> Performance opens the Performance panel, which shows:

  • -Current FPS — frames per second of the live canvas render
  • -Target FPS — the project's frame rate setting
  • -GPU memory used — estimated current GPU texture memory usage
  • -GPU memory budget — estimated available budget
  • -CPU usage — estimated browser tab CPU load
  • -Draw calls — number of WebGL draw calls per frame
  • -Batch count — number of rendering batches (fewer = better)
  • -Offscreen buffer count — number of active intermediate render passes

Frame Time Breakdown

The performance panel can display a per-frame timing breakdown. Click "Show Breakdown" in the Performance panel to enable this detail.

StageWhat It Measures
JavaScriptScene graph update, keyframe evaluation, expression computation
Compositing PlanDetermining draw order and blend mode isolation requirements
UploadTime to upload changed/new textures to GPU
DrawWebGL draw call execution time
CompositeFramebuffer compositing and blending
TotalSum of all stages

Element-Level Profiling

Right-click any element in the Layer Panel and select "Profile Element" to see:

  • -The isolated render cost of just that element
  • -Its VRAM usage
  • -Whether it is causing a batch break
  • -The number of offscreen buffers it requires