What does each of the 10 parts shown on the Minecraft profiling graph mean? enter image description here

  • 1
    They are right underneath it. Grey one is gameRenderer, and the blue display_update. – Mathias711 May 16 '15 at 15:41
  • Yes, i know, but what do they represent. i know that render is the time that the game is using to render the world, but what are the rest? – jacobtohahn May 16 '15 at 16:07
  • I have a feeling they have something to do with the game's output log. – EnragedTanker May 17 '15 at 0:03

The information being covered up in the background is about your graphics card. If you increase the game resolution, or go into normal F3 mode rather than Shift + F3 mode you should be able to see this.

The pie chart shows how long each different category of task has taken to complete in a frame. You can use the 1-9 keys to get a more detailed breakdown of each of these categories, and 0 to go back up a level.

I've searched around, including in the game code, to try to find out what each of the sections represent. I couldn't find a lot of definite answers, and a lot of it seems very temporary changing from version to version, so apologies for any mistakes:

  • gameRenderer

Rendering of the game world and GUI. Fairly self evident, and supported by its sub-categories. Probably the one you should pay most attention for when aiming to reduce lag, as it's usually the biggest category.

  • display_update

Used for VSync to prevent screen tearing. Should decrease if you turn VSync off in the options.

  • tick

Processing in game ticks that occur 20 times a second. For example, melting ice.

  • render

Seems to be rendering of things other than the game level and GUI. Jumps up when I open F3, so potentially also this pie chart.

  • unspecified

Tasks not specified in the other sections on the pie chart. Any code not between a mcProfiler.startSection("...") and mcProfiler.endSection().

  • stream

Music, I think. Doesn't seem to use much percentage time even when music is playing though. I'm assuming this because in sounds.json, long sounds (records, ambient music) have stream: true to stream the sound from its file.

  • sound

The sound engine playing normal sounds. Increases slightly when I burned a lot of zombies off at once.

  • scheduledExecutables

Scheduled ticks. Used for things like redstone repeaters, which need to receive a predictable and non-random tick in the near future.


  • fpslimit_wait

Fills up the rest of the frame render time with waiting, used when you cap your framerate to below what it would normally be.

  • preRenderErrors

Couldn't find much on this, and annoyingly I don't have a 10 key to check out if it has any sub-sections. Apparently overlapping transparency contributes to it, although I couldn't get it off 0.00%

  • No computers have a 10 key so i can't see how you can check preRenderErrors. – jacobtohahn May 17 '15 at 21:54

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