Twinmotion is a real-time rendering application. This means that you can interact with, modify, and navigate models and scenes, then view the results immediately, without having to wait for a long rendering process. As this requires a lot of computing power, it can be useful to monitor your machine’s performance and view statistics about various aspects of the scene you are working in.
Viewing statistics can help you troubleshoot and identify where problems might be occurring. For example, if the frame rate is too low and navigation in the Viewport is slow, it might be because of too many textures or objects in the scene. This information, and more, can be found in the Statistics panel.
To open and close the Statistics panel, click Stats in the Footer.
Statistics Reference
The following tables describe the Overview, Textures, and Meshes tabs in the Statistics panel.
For information and tips on optimizing your Twinmotion scenes for the best possible performance, see Optimizing your Twinmotion scenes in the Epic Developer Community.
Overview Tab
Statistic | Description |
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FPS | Specifies the frame rate of the scene in the Viewport in frames per second (fps). The frame rate measures the number of frames displayed on the screen each second to render the scene in the Viewport. Higher frame rates result in smoother navigation, but require more computer power consumption. Lower frame rates require less power consumption, but can result in delays and lags when navigating in the scene. Values above 30 fps are optimal for smooth navigation. If the fps value is between 25 and 30, navigation can become laggy. Values below 25 fps most likely result in laggy navigation To improve performance and lower power consumption, you can limit the frame rate to match your screen’s refresh rate. To do this, in Preferences > Settings, select the Activate checkbox under Vsync. |
GPU RAM | The usage percentage of the GPU's Random Access Memory (RAM). The percentage is displayed in the Statistics panel and is also displayed in the Footer. For more information, refer to GPU RAM Diagnostics. |
GPU | The usage percentage of the Graphics Processing Unit (GPU). Lowering the rendering Quality settings (in Preferences > Quality) can help reduce the GPU usage percentage. However, lowering the Quality settings also lowers the rendering quality of the scene in the Viewport. |
CPU | The usage percentage of the Central Processing Unit (CPU). As Twinmotion is a GPU-based application, the CPU’s usage percentage should be lower than the GPU’s usage percentage. However, if the usage percentage of the CPU is close to 70%, performance issues in Twinmotion can arise. |
Triangles | The total number of triangles used for all models and objects in the scene. A lower triangle count requires less computing power to render the scene in the Viewport. Values are expressed in millions (M). For example, 0.2M equals 200,000 triangles. To view the number of triangles for each object in the scene, open the Meshes tab. For more information, see Meshes tab below. |
Textures | The global size of all the textures used in the scene. This includes the textures added manually to objects in the scene, and any textures included in imported assets or already present in the model or scene. Higher resolution textures can lead to higher memory costs. To improve performance, consider using lower resolution textures for smaller surfaces or less prominent objects. Values are expressed in gigabytes (GB). To view more details about the textures in a scene, open the Textures tab. For more information about the Textures tab, see Textures tab below. |
Meshes | The total size of all the meshes in the scene. To view more details about the meshes in a scene, open the Meshes tab. For more information about the Meshes tab, see Meshes tab below. |
Lights | The total number of lights in the scene. A large number of lights can be GPU-intensive and can result in longer rendering times, poor performance, and crashes. In scenes with a large number of lights, you can mitigate these issues by doing the following:
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Objects | The total number of objects in the scene. The Starting Ground in the Twinmotion scene is counted as an object. |
Materials | The total number of materials in the scene. To improve performance in scenes that have a large number of materials, consider doing the following:
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Available memory | The available Video Random-Access Memory (VRAM) not currently in use by the GPU. Values are expressed in gigabytes (GB). |
Textures Tab
Statistic | Description |
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Name | The name of the texture. The name of a texture may be preceded by "Embedded" or "Internal".
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Resolution | The resolution of the texture. |
Size | The size of the texture. Texture sizes 1 MB and higher round to the nearest MB. |
Use | The number of times the texture is used by a material in the scene. |
Detailed View
You can view more details about a texture by selecting it in the list. In the panel that opens, a preview image and additional information about the texture appears.
The top part of the panel shows a preview image of the texture, the name of the texture, and a texture slot you can click to replace the texture.
Item | Description |
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Resolution | The resolution of the texture. |
Memory size | The memory size of the texture. |
Used in the following material(s) | The thumbnail and name of each material that uses the texture, and the channel where the texture is used. |
Meshes Tab
Statistic | Description |
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Name | The name of the mesh. This is the same name that appears in the Scene graph. |
Triangles | The number of triangles in the mesh. Meshes with a high triangle count can slow down the rendering time in the Viewport and increase the time it takes to export media. To improve performance:
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Size | The size of the mesh, rounded to the nearest KB or MB. |
Use | The number of times the mesh is instantiated in the scene. |
Limitations
Internal textures used in materials that cannot be modified (such as the materials applied to the assets in the Library > Characters category) are not taken into account in the Textures tab.
The assets in the Library > Tools section (apart from Section cubes) and Animated paths created in the Populate panel are not taken into account in the Meshes tab.