Runtime readout

What Appears On Screen

Understand the device, FPS, frame timing, memory, render counter, and frame-time graph sections.

  • Device info
  • FPS and timing
  • Memory and render counters
  • Frame-time graph

The default overlay can show the following sections. Each section can be shown or hidden from the ScreenStatsOverlay inspector.

Device

Device information helps you confirm what runtime environment is actually being measured.

  • Device model.
  • Operating system.
  • CPU type.
  • CPU core count.
  • GPU name.
  • Graphics memory.
  • Graphics API and version string.

FPS

Displays the smoothed frames-per-second value and smoothed frame time in milliseconds.

The overlay uses an exponential moving average so momentary spikes do not make the readout unreadable. You can adjust the smoothing value in the inspector through Ema.

Frame Timing

Displays CPU and GPU frame timing when Unity exposes those values through FrameTimingManager.

If the current platform, graphics API, render pipeline, or Unity runtime does not provide a value, the overlay displays -- instead of throwing an error or creating fallback strings.

Memory

Displays managed GC memory and system memory where available.

Available memory values are formatted in MiB, including available zero values as 0.0 MIB. Unsupported or unavailable memory counters show --.

Render Counters

Displays render stats gathered through Unity ProfilerRecorder counters:

  • Draw calls.
  • Batches.
  • Triangles.
  • Vertices.
CounterMeaning
Draw callsSubmitted draw call count where Unity provides it.
BatchesRender batch count where available.
TrianglesTriangle count reported by the runtime counter.
VerticesVertex count reported by the runtime counter.

Render counters are platform and render-pipeline dependent. If Unity does not provide a counter on the current target, that field displays --.

Frame-Time Graph

The graph shows recent frame-time history. It includes:

  • A graph background.
  • Frame-time bars.
  • A target FPS marker line.

The graph uses instantaneous frame-time samples, so it is useful for quickly seeing stutter, spikes, slow ramps, and stability over time. The FPS text readout remains smoothed separately for readability.

Reading Missing Values

Some counters are provided by Unity only on certain platforms, render pipelines, graphics APIs, or build configurations.

If a value cannot be read, Azkar Screen Stats displays --. This behavior is intentional. The overlay is designed to stay stable during runtime testing instead of throwing exceptions or hiding the full overlay because one counter is unavailable.