System Window
The BRG Instanced Renderer System Window provides real-time monitoring of the rendering system's state, resource usage, and performance statistics.
Open it via Tools > BRG Instanced Renderer > System Window.
System Status
Shows whether the BRG Instanced Renderer singleton is active or not yet created.
| Button | Description |
|---|---|
| Create Instance | Creates the singleton (shown when not active). |
| Full Refresh | Clears all caches and re-initializes all registerers (editor only). |
| Runtime Refresh | Fast re-initialization of all registerers without clearing caches. |
Configuration
Displays the current Config asset with a Select Asset button to highlight it in the Project window. The full config inspector is shown inline for quick access.
Runtime Statistics
When the system is initialized (in play mode or editor preview), the window shows live statistics across several collapsible sections.
Prototypes
Expandable foldout listing all registered prototypes. The header shows active, idle, and vacant prototype counts.
Each prototype entry shows:
- Reference count and instance count (with high-water mark)
- LOD count and crossfade mode
- Camera and shadow bucket capacities
- Shadow settings (max cascade, min shadow LOD, max shadow distance)
| Button | Description |
|---|---|
| Purge Unused | Removes idle prototypes with zero references. Shown when idle prototypes exist. |
Draw Commands
- Batches — Total active BRG batches
- Camera / Shadow — Draw command counts for camera and shadow passes
- Camera Buckets / Shadow Buckets — Bucket slot counts
Compute Rendered Triangles
Toggle that enables per-frame triangle counting. When enabled, shows:
- Camera Triangles — Triangles rendered for the main camera pass
- Shadow Triangles — Triangles rendered for shadow passes
- Total Triangles — Combined total
Chunk System
- Instances — Total registered instances
- Chunks — Used / total (free count, high-water mark)
- Pools — Used / total (free count, pool size)
- Pool Utilization — Color-coded percentage (red <50%, yellow <70%, green 85%+) with used vs. wasted slot breakdown
Occlusion
Shown when BRG occlusion culling is active:
- Visible — Chunks that passed the occlusion test
- Occluded — Chunks hidden behind occluders
Per-View Buffers
- Camera Sets — Active camera view buffer sets
- Shadow Sets — Active shadow view buffer sets
- Fade Views — Active animated crossfade view states
Crossfade
Shows the animated crossfade system status:
- Whether animated crossfade is ON or OFF
- Number of prototypes using it, active views, fade states, and duration
- Whether Skip Intermediate LODs is enabled
Debug Warnings
When any debug flags are active on the Config, warning banners appear:
- "DEBUG: Chunk culling BYPASSED"
- "DEBUG: Culling DISABLED (reusing stale results)"
- "DEBUG: Rendering DISABLED (culling still runs)"
GPU Memory
Expandable foldout showing total allocated GPU memory (color-coded: green <64MB, orange <128MB, yellow <256MB, red >256MB).
When expanded, shows per-category breakdown:
- Prototype Data — GPU prototype buffer
- Instance Data — Per-instance data (color, density hash, etc.)
- Matrix Data — Object-to-world matrices
- Chunk Data — Chunk metadata (bounds, cull distance, etc.)
- Pool Ref Data — Pool reference tracking
- Camera View Buffers — Per-camera culling output
- Shadow View Buffers — Per-shadow-view culling output
- FadeState Buffers — Animated crossfade per-view states
- Bucket Mapping — Draw call bucket layouts
- Staging Buffers — Upload staging memory
Use Cases
- Performance tuning — Monitor draw command counts and pool utilization to identify waste
- Memory budgeting — Check GPU memory estimates when adjusting pool size or max pools per chunk
- Debugging — Verify that instances are registering correctly and culling is behaving as expected
- Gathered allocations — Watch peak values to inform initial allocation settings in the Config