StartStackProfiling - Debug: Difference between revisions
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== Syntax == | == Syntax == | ||
< | <syntaxhighlight lang="papyrus"> | ||
Function StartStackProfiling() native global | Function StartStackProfiling() native global | ||
</ | </syntaxhighlight> | ||
== Parameters == | == Parameters == | ||
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== Examples == | == Examples == | ||
< | <syntaxhighlight lang="papyrus"> | ||
; Starts profiling this current stack | ; Starts profiling this current stack | ||
Debug.StartStackProfiling() | Debug.StartStackProfiling() | ||
; Lots of slow script here | ; Lots of slow script here | ||
</ | </syntaxhighlight> | ||
== Notes == | == Notes == | ||
Latest revision as of 21:22, 5 September 2026
Member of: Debug Script
Starts profiling a single Papyrus stack until stopped or until the last function exits. The profile files are stored in "<game folder>/Logs/Script/Profiling". This will also cycle the older profiling logs (so log 0 becomes 1, 1 becomes 2, etc). If the stack is already profiled nothing will change. Profiling requests are not saved and will be reset if you load a save game.
Syntax[edit | edit source]
Function StartStackProfiling() native globalParameters[edit | edit source]
None.
Return Value[edit | edit source]
None.
Examples[edit | edit source]
; Starts profiling this current stack
Debug.StartStackProfiling()
; Lots of slow script hereNotes[edit | edit source]
Profiling requires the "bEnableProfiling" flag in the "[Papyrus]" section of the ini file to be set to 1. Consoles will never profile in release final builds. If you start profiling in a function that is called multiple times in the same stack and stop profiling at the end of the function, only the most recent calls are saved to disk as the logs will continue to cycle.
The flamegraph visualizer speedscope supports all kinds of profiles that Skyrim produces, including those produced by this function.