I think it is extremely important to have a profiler in debugger mode that allows you to analyze resource consumption frame by frame. It would be interesting to have a global analysis of consumption in the period analyzed and to be able to access specific consumption in each frame or range of frames.
The importance of this is that the task of optimizing events in games often involves limiting resource-consuming events to specific moments. The problem of a profiler that cannot separate the consumption of each frame ends up underestimating those high consumption events. This is because if, say, in 200 frames, only 1 frame executes a demanding action, the consumption of that event in that particular frame will be averaged with the other 199 remaining ones that will have practically zero consumption, underestimating the real consumption value of that event.
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I completely agree. There are many topics dedicated to this issue and doubts about the actual resource consumption during the game.
On these topics, there isn’t a definitive certainty yet.
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It would be gree to have a better debugger interface for variables too. So you can clearly see what happens to variables. Rite now looks a bit unpolished
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