Screenshot Showing the Debug-Information
The debug screen is a screen that is triggered when the F3 key is pressed. It shows the chunk cache, the memory usage, map seed , various parameters, the player's map coordinates and a graph that measures the game's current frame rate. It can be very useful for telling other players your map location, checking for mobs and various other purposes. As of a recent update, the debug screen no longer shows the player where spawned, nearby mobs are located.
The world is rendered in multiple passes. The first pass draws normal, opaque blocks. The second pass draws water and ice. This makes sure water is always drawn on top of solid blocks without relying on depth sorting.
Legend:
| Name | Description[1][2] |
|---|---|
| C | Number of chunks rendered over total number of chunks. Counts all renderpasses: if a chunk is rendered twice (because it contains both water and normal blocks, for example) then it will be counted twice. |
| F | Number of chunks loaded outside the viewing distance. Counts all renderpasses. |
| O | Number of chunks removed through occlusion culling. Counts all renderpasses. |
| E (first row) | Number of empty chunks. These chunks are skipped for one of two reasons: Either the chunk has not yet been loaded and rendered into polygons, or the chunk has nothing to draw in the current render pass. Counts all renderpasses. |
| E (second row) | Number of rendered entities over total entities |
| B | Unused, always 0. May previously have been the number of entities removed due to hidden chunks |
| I | Number of invisible entities |
| P | Number of particles on screen |
| T | Unknown. Currently displays "All:" followed by the number of loaded entities. |
| MultiplayerChunkCache ChunkCache |
The most chunks that will be loaded |
| x | player's location in meters south of 0,0 |
| y | player's altitude in meters (64 is sea level) |
| z | player's location in meters west of 0,0 |
| f | player's facing (0-3: south, west, north, east) |
The graph at the bottom screen is a graph displaying the current framerate the game is playing at. Green bars represent a frame rate higher than or equal to 60 frames per second, and red for less than 60. Once the graph has moved all the way to the right of the graph area, it will return to the left and begin to overwrite previous bars to show more recent frame rates. The speed at which the graph writes new bars also seems dependent on the current frame rate.
As of 1.9pre3 there are seven pie charts in the lower right of the debug screen that display real time rendering information. The charts can be cycled using the 1 and 0 keys.
History
In Indev, Infdev, and early Alpha versions, the debug screen only had what we recognize as "the top part with all the numbers". This debug screen was not activated with F3, but as a toggle in the options. In Alpha 1.1.0, the debug screen was no longer listed as an option and required F3 to be held down to activate. In Alpha 1.2.3, the FPS graph was added.
In Beta 1.3, the debug screen, along with other F# controls, became a toggle. Also, between Beta 1.3 and Beta 1.8, when you activated the debug screen, it would show numbers above every mob; these numbers being the mob's Entity ID. These would be visible through blocks, hence making F3 a very useful mob-finder, which also was considered cheating and took away from the game. Because of this, the Entity ID label was removed in Beta 1.8.
Bugs
- If you exit to the main menu with the debug screen open, it will stay on the screen.
- Opening a chest or opening the Achievements screen with the debug screen on turns the debugging area grey. The text does not turn grey, however. This will not crash the game.
- If you quit while it says "respawn" and press f3 then relog in it will show you the cords of your death.
References
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