Debug Screen: Difference between revisions
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m Text replacement - "[[non-player character" to "[[Non-player Character" |
m Text replacement - "<code>" to "<code style="border: 1px solid var(--border-color-base) !important; background: var(--bg-contrast) !important;">" |
||
Line 3: | Line 3: | ||
<s>You can access the debug screen by: | <s>You can access the debug screen by: | ||
* '''UK:''' Hold down <code>SHIFT</code> and press <code>#</code>. | * '''UK:''' Hold down <code style="border: 1px solid var(--border-color-base) !important; background: var(--bg-contrast) !important;">SHIFT</code> and press <code style="border: 1px solid var(--border-color-base) !important; background: var(--bg-contrast) !important;">#</code>. | ||
* '''US:''' Press <code>~</code> by itself. | * '''US:''' Press <code style="border: 1px solid var(--border-color-base) !important; background: var(--bg-contrast) !important;">~</code> by itself. | ||
Additionally, they can toggle the user interface by pressing <code>F2</code>.</s> | Additionally, they can toggle the user interface by pressing <code style="border: 1px solid var(--border-color-base) !important; background: var(--bg-contrast) !important;">F2</code>.</s> | ||
It appears as if none of this is possible anymore. | It appears as if none of this is possible anymore. |
Revision as of 08:08, 21 June 2025
The debug screen is an in-game overlay that displays technical data about the game's current state, such as the player's positional coordinates and game performance information.
You can access the debug screen by:
- UK: Hold down
SHIFT
and press#
. - US: Press
~
by itself.
Additionally, they can toggle the user interface by pressing
F2
.
It appears as if none of this is possible anymore.
List of Data
- Frames per second.
- Player coordinates.
- World level (e.g. upstairs inside of a building or underground inside of a cave).
- Nearby player count.
- Nearby NPC count.
- Nearby ground items.
- Rendered mesh count (i.e. 3D models).
- Rendered sprite count (i.e. 2D images).
- Active meshes evaluation time.
- Frame time.
- Render time.
- Sprite render time.
- Camera render time.