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Talk:Debug screen

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Latest comment: 30 April by PStS in topic About lightmaps, visible using F3+4
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Uncategorised discussion

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Ugh. What's the red moving thing for? - Mista_Epic


"As of Beta 1.5, the FPS shows the same number as chunk updates." - that's not strictly true; when paused (i.e. in Game menu) or during the first few moments back from pause, chunk updates whill show 0 while FPS will show a plausible value. During game, the two values may also differ a bit occasionally. Could this be not a bug after all but but rather just reflect the way chunk updates are scheduled?

L value?

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Latest comment: 10 April 20181 comment1 person in discussion

The article and nowhere on the internet had information on the L value, nor does anything can change it from zero. what is it? --101.190.94.27 16:45, 10 April 2018 (UTC)

Red and Green

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Latest comment: 19 June 20111 comment1 person in discussion

"If you go to menu with the f3 menu open it stays open and if you then go to the main menu it stays open and the red bar becomes green." The colors actually indicate whether the latency is below a certain value or not. Red indicates the latency is above, and green indicates if the latency is below. Green is good and red is bad. It just so happens that in the main menu there's very little to render and so the latency is very low and is pretty much green. However on a fast computer, the bar does become green while ingame and on slow computers the bar will stay red, even on the menu screen. Retep998 21:24, 19 June 2011 (UTC)

Data provided by graph

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Latest comment: 17 August 20113 comments2 people in discussion

What this article currently says about what the graph shows, as far as I am aware, is currently incorrect. The red and green bars produced by the graph are representative of the current framerate which the game is running at. Green seems an indicator for above or equal to 60 frames per second, and red is defined as anything below. However, the graph does sometimes display some extra white bars which appear either on top, or more likely, behind the framerate graph but larger bars. This may be an indicator of latency, I'm not fully sure, however playing in single player would depict otherwise as they appear there too, unless in SSP the white part of the graph defines different data than in SMP. This or you can give yourself more server latency by switching to 'Power Saver' performance under video options, which certainly doesn't sound right. (P.S. If in the current article context, 'latency' is defined as the latency occurring from the GPU in actually rendering the frame, I would highly recommend a change of terminology to avoid confusion.) -TheWyo 22:30, 16 August 2011 (UTC)

I always thought this graph was time spent. The colours are for different things (tho the threshold effect of green->red may also be correct). I believe white has to do with particles. Notice how the graph behaves when entering a new area, vs standing still until the world is completely rendered/loaded.
--GufNZ (c: 01:21, 17 August 2011 (UTC)
Depends how you define 'time spent'. Time spent doing what? White may have something to do with computational time but red/green is definitely framerate. Just playing with the video options can show you that immediately if you have a mid-range GPU or if you compare it between computers of different specs. -TheWyo 18:52, 17 August 2011 (UTC)

Opinion without basis

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Latest comment: 18 October 20111 comment1 person in discussion

"which also was considered cheating and took away from the game. Because of this, the Entity ID label was removed in Beta 1.8."

This is entirely opinionated. If the developers did not mention why they removed this debug feature, then that opinion should be rephrased.--72.19.122.68 04:20, 18 October 2011 (UTC)

Why was the seed removed from SMP?

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Latest comment: 2 April 20122 comments2 people in discussion

92.25.138.149 19:37, 2 April 2012 (UTC)

To prevent people from loading the same world in singleplayer creative, and using xray to find dungeons/etc. People seem to be less interested in seeds today than before, anyway. Calinou - talk × contribs » 20:39, 2 April 2012 (UTC)

y - coordinate

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Latest comment: 20 May 20121 comment1 person in discussion

The page says: "64 is overworld sea level". This, however, is not correct. Sea level decreased to 63 in Beta 1.8 Pre 1! 79.210.122.56 20:21, 20 May 2012 (UTC)ToreI_R

c

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Latest comment: 5 July 20132 comments2 people in discussion

what is the new section labeled "c" next to the x/z coordinates chunks? in 1.4.2 –Preceding unsigned comment was added by 75.5.241.235 (talk) at 13:35, 25 October 2012 (UTC). Please sign your posts with ~~~~

That is the ID of the chunk you are in. Soandso2 01:20, 5 July 2013 (UTC)

Raw lighting

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Latest comment: 2 January 20131 comment1 person in discussion

I think that Raw Lighting should be Resulting lighting, because raw would mean before. Pokechu22 23:53, 2 January 2013 (UTC)

We really need an updated screenshot...

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Latest comment: 23 January 20141 comment1 person in discussion

Or perhaps one for each version in which something major changed in this screen... --GufNZ (c: (talk) 22:04, 23 January 2014 (UTC)

Reduced debug info

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Latest comment: 8 December 20141 comment1 person in discussion

What information is hidden when the reducedDebugInfo gamerule is set to true should be added to the page. 72.196.105.43 11:38, 8 December 2014 (UTC)

Spurious Footnote Asterisk Usage

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Latest comment: 24 August 20152 comments2 people in discussion

Why do more than half of the names in the "Legend" section have a footnote asterisk yet the footnote is never defined? Atypicaluser (talk) 11:50, 24 August 2015 (UTC)

It's actually mentioned above the table: "When displaying reduced debug info, only the starred items are included." -- Orthotopetalk 15:34, 24 August 2015 (UTC)

"Lag" Redirect

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Latest comment: 18 April 20161 comment1 person in discussion

Why does the page for "Lag" or searching for "Lag" redirect to this page? The Debug screen has nothing to do with client- or server-side lag, unless you're counting framerate drops (which are far different from actual tick lag). TheBuilderOfEmpires (talk) 21:17, 18 April 2016 (UTC)

Profiler Graph Information

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Latest comment: 18 June 20181 comment1 person in discussion

I am not sure if this information is the same for everybody, but for at least me, this is all the information the Profiler can show:

  • gameRenderer
  • display_update
  • tick
    • level
      • entities
        • regular
          • tick
            • travel
              • move
              • rest
            • livingEntityBaseTick
            • entityBaseTick
            • ai
            • push
            • jump
            • headTurn
            • rangeChunk
            • CheckChecks
            • rest
            • move
          • remove
        • blockEntities
          • asb
          • ase
          • asp
        • remove
        • global
        • pendingBlockEntities
      • chunkCache
        • recheckGaps
          • getBrightness
          • checkedPosition < toCheckCount
      • blocks
        • getChunk
        • buildList
      • reEntryProcessing
    • textures
    • gameMode
    • animateTick
    • particles
      • 0
        • 0
        • 1
      • 1
        • 0
        • 1
      • 2
        • 0
        • 1
      • 3
        • 0
        • 1
    • pick
    • gameRenderer
    • gui
    • keyboard
    • LevelRenderer
    • mouse
  • render
    • display
    • display
  • unspecified
  • sound
  • scheduledExecutables
    • getBrightness
    • checkPosition < toCheckCount
    • checkLight
      • getBrightness
      • checkPosition < toCheckCount
  • preRenderErrors–Preceding unsigned comment was added by Slscool (talkcontribs) at 21:59, 18 June 2018 (UTC). Please sign your posts with ~~~~

ServerChunkCache before 1.8

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Latest comment: 30 May 20191 comment1 person in discussion

I just started 1.7.10 and "ServerChunkCache" is not there. Maybe someone intended to put it into the current section, because it was added in a 1.14.2-prerelease? Or does it only show under certain circumstances? Fabian42 (talk) 11:33, 30 May 2019 (UTC)

1.6.4 position glitch?

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Latest comment: 10 January 20201 comment1 person in discussion

👁 Image
i flew here with modified fly speed Raginghippo2 (talk) 13:46, 10 January 2020 (UTC)

B value is unused!

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Latest comment: 19 March 20203 comments3 people in discussion

It is possible to make the 'B' values other than zero, since this debug name is unused? 184.22.109.174 08:27, 29 February 2020 (UTC)

Take a look at the screenshot seen on the main page. The "B" value is clearly 7. So it is used, but for what? Mushroom378 (talk) 12:03, 14 March 2020 (UTC)

Y coordinate

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Latest comment: 16 September 20203 comments2 people in discussion

Is the Y coordinate measured at the character's head, feet, above/below the head/feet, or in the middle? SirDaddicus (talk) 19:33, 15 September 2020 (UTC)

In current versions, it's measured at the feet. In older versions, it would be at eye level. – Unavailablehoax (talk) 19:48, 15 September 2020 (UTC)
Thank you! SirDaddicus (talk) 17:33, 16 September 2020 (UTC)

Chunks[C] + Chunks[S]

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Latest comment: 28 June 20212 comments2 people in discussion

Instead of ClientChunkCache and ServerChunkCache, this is here. what does this mean? 124.170.34.118 04:56, 28 June 2021 (UTC)

"Chunks (client)" and "Chunks (server)". You are probably under the reducedDebugInfo gamerule. BDJP (t|c) 05:43, 28 June 2021 (UTC)

Unused B

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Latest comment: 14 October 20211 comment1 person in discussion

How to make the "B" value greater than 0, where "B" stands for the unused counter that may be hidden entities, not "Biome Blend" setting? 49.228.139.217 03:06, 14 October 2021 (UTC)

Example:

C: 1000/10000 (s) D: 12, pC: 100, pU: 00, aB: 12
E: 3/6, B: 1
P: 9, T: 7

previous hotkeys for profiler and fps, tps graphs

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Latest comment: 20 May 20251 comment1 person in discussion

i have added previous (pre-1.20.2) hotkeys for graphs with wording like " +  (previously  + )". User-12316399 removed it, insisting on following the general wiki guideline of "Keeping articles concise and up to date". however, i believe the number of users who look up the previous hotkeys and not find them would be high, and this is problematic for the usefulness of the wiki. the addition of "(previously  + )" is short and doesn't clutter the article much, while providing valuable information for a large number of users that need it quickly. this addition does much more good than harm, and should be kept. what do the rest of you think? for now i will edit the history section so that users can find the information more easily Nnnu (talk) 14:36, 20 May 2025 (UTC)

Source for debug overlay?

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Latest comment: 21 October 20253 comments2 people in discussion

Where is the source for it officially changed?  Nixinova  T ⁄ C  21:25, 21 October 2025 (UTC)

I don't think anything specifically changed in 25w43a, but this snapshot cycle added the option to rebind the F3 button. The option for that is called "Toggle Overlay" in the "Debug" section. The F3+F6 menu also relabeled the "in F3" option to "in Overlay" - the entire section is still called "Debug Screen Text" though. -- jacobsjo (talk) 21:34, 21 October 2025 (UTC)
Its still the debug screen then. Will revert.  Nixinova  T ⁄ C  22:58, 21 October 2025 (UTC)

Feedback (Fri, 26 Dec 2025 22:45:32 UTC)

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Latest comment: 26 December 20252 comments2 people in discussion
Resolved

I saw the image with default setting has vsync off that is 344 fps. I tested it and default setting should have vsync on (60 fps).

--FeedbackBot 22:45, 26 December 2025 (UTC)
I have reuploaded the image with V-Sync enabled. Mitsos [ talk | edits ] 23:02, 26 December 2025 (UTC)

Feedback (Fri, 26 Dec 2025 23:45:13 UTC)

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Latest comment: 27 December 20252 comments2 people in discussion
Resolved

Is that easter egg or not? what does, "Eat your pet rock" in the Debug Options image.

--FeedbackBot 23:45, 26 December 2025 (UTC)
It's a joke. Eating a pet rock is a trivial and relatively tame "disaster" that is physically impossible for a computer program to perform. 👁 Image
GameCatastrophe (talk) 06:18, 27 December 2025 (UTC)

Feedback (Fri, 02 Jan 2026 02:00:16 UTC)

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Latest comment: 24 January2 comments2 people in discussion
Resolved

MY 2nd feedback post in 2026, HAPPY NEW YEAR!!! Part 2:I think the second image of screenshot showing detailed debug information should also don't have vsync on like the first image as mentioned in the previous feedback.

--FeedbackBot 02:00, 2 January 2026 (UTC)
The second image is an example of customised settings -- it is not intended to depict default game settings. Mitsos (talk) 13:40, 24 January 2026 (UTC)

About lightmaps, visible using F3+4

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Latest comment: 30 April3 comments1 person in discussion

In 26.2-snapshot-4, I discovered a new debug chart when pressing F3 (I don't know when this is added). It said [F3+4] Lightmap hidden. Like other charts, pressing F3+4 will change the text to [F3+4] Lightmap visible and shows a chart on the bottom-right of the screen.

This chart is made of 15x15 large pixels, and is like a Hue-Saturation-Value (or Hue-Saturation-Lightness) color palette with hue set to a color like the sky above the horizon when time set to 0 ticks (/time set 0). During nighttime, the top-left corner of the chart becomes a blue color like the sky in nighttime, and pixels near the top-left corner gradients to this color.

Please add some information about this. Also, searching "lightmap" will redirect to Shader. PStS (talk) 01:50, 28 April 2026 (UTC)

See my home page for more information (sample images are presented there). PStS (talk) 01:59, 28 April 2026 (UTC)
Found it. This is mentioned in Java Edition 26.1, far below the "General" section, described as follows:
Lightmap debug renderer
  • A new debug renderer for the lightmap was added, which can be enabled using the  +  keybind.
  • It is mutually exclusive with FPS/TPS and networking charts.
  • It shows the lightmap texture in real-time in the bottom right corner of the screen.
  • The vertical axis of the texture represent sky light levels (0-15 from bottom to top).
  • The horizontal axis of the texture represent block light levels (0-15 from left to right).
  • The color of each pixel represents the resulting color that will be applied to blocks and entities lit with the corresponding block and sky light levels.
Please add some information in this page! PStS (talk) 12:24, 30 April 2026 (UTC)
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