Debug screen

The debug screen is triggered when the key is pressed. It shows the chunk cache, the memory usage, various parameters, the player's map coordinates and a graph that measures the game's current frame rate.
== Legend ==
When the reducedDebugInfo gamerule is set to true, or when the Reduced Debug Info option is enabled, only some lines will be present. The debug screen is split into two parts, displayed on either side of the screen.
=== Left side ===
The left side of the debug screen contains information about the game.
Line format 	Description 	Visible with reduced debug info
First paragraph 	First paragraph 	First paragraph
Minecraft version (version/vanilla/snapshot) 	General information about the game:
* version is the current version ();
* If the game is modded, "vanilla" is replaced with the mod name;
* "/snapshot" is only present for snapshots, pre-releases and release candidates.	
fps fps T: max vsync graphics clouds B: blend GPU: gpu 	General information about the renderer:
* fps is the current framerate;
* max is the value of the Max Framerate option ("inf" if Unlimited);
* "vsync" is only present if the VSync option is on;
* graphics is the value of the Graphics option:
** "fast" if Fast,
** "fancy" if Fancy,
** "fabulous" if Fabulous!;
* clouds is the value of the Clouds option:
** "fast-clouds" if Fast,
** "fancy-clouds" if Fancy,
** Hidden if OFF;
* blend is the value of the Biome Blend option;
* gpu is the estimated GPU utilization percentage.	
brand server @ mst ms ticks, up tx, down rx 	Information about the server:
* brand is the server brand ("Integrated" for singleplayer world);
* mst is only present on single player worlds and corresponds to the time it takes for a game tick to be processed on the integrated server;
* up is the average number of packets sent by the client during a game tick;
* down is the average number of packets received by the client during a game tick.	
C: sections (s) D: distance, pC: batch, pU: uploads, aB: buffers 	Information about loaded chunks:
* sections is the number of sections rendered over the total number of sections in the loaded area;
* "(s)" is only present if smart culling is enabled, which is always the case in vanilla;
* distance is the client-side render distance, that is, the value of the Render Distance option;
* batch is the number of pending chunks to be batched;
* uploads is the number of pending uploads to the video card;
* buffers is the number of available buffers to use in the batching process.	
E: entities, B: 0, SD: distance 	Information about loaded entities:
* entities is the number of rendered entities over the total number of entities;
* The "B" value is unused and always 0;
* distance is the server's simulation distance.	
P: particles. T: entities 	Miscellaneous information:
* particles is the number of particles in the loaded area;
* entities is the number of entities in the loaded area.	
Chunks[C] W: cached, loadedC E: loadedE,sections,ticking 	Information about client-side chunks:
* cached is the number of cached chunks;
* loadedC is the number of loaded chunks;
* loadedE is the number of loaded entities;
* sections is the number of entity sections;
* ticking is the number of entity ticking chunks.	
Chunks[S] W: chunks E: entities,visible,sections,chunks,ticking,load,unload 	Information about server-side chunks (integrated server only):
* chunks is the number of loaded chunks;
* entities is the number of registered entities;
* visible may be the number of ticking entities;
* sections is the number of entity sections;
* chunks may be the number of loaded (or loading) chunks;
* ticking is the number of ticking or tracked chunks;
* load is the number of chunks that are waiting to be loaded;
* unload is the number of chunks that are waiting to be unloaded.
Made in mind for LAN connections for server caching.	
dimension FC: forced 	Information about the current dimension:
* dimension is the resource location of the current dimension;
* forced is the amount of force loaded chunks.	
Second paragraph 	Second paragraph 	Second paragraph
XYZ: x / y / z 	The player's location:
* x is the player's location in blocks East of the origin (negative values are to the West);
* y is the player's feet altitude in blocks;
* z is the player's location in blocks South of the origin (negative values are to the North).	
Block: coordinates [relative] 	The location of the block the player's feet are in:
* coordinates is the coordinates of the block in the world;
* relative is the coordinates of the block within its section.	
Chunk-relative: relative 	The location of the block the player's feet are in relative to the section:
* relative is the coordinates of the block within its section.	
Chunk coordinates [relative in file] 	The location of the section the player's feet are in:
* coordinates is the coordinates of the section (in sections, meaning section x y z contains the block 16x 16y 16z);
* relative is the coordinates of the chunk (without the vertical component) within its region;
* file is the name of the file in which the chunk is stored.	
Facing direction (Towards axis) (yaw/pitch) 	The orientation of the player:
* direction is the cardinal direction the player is facing;
* axis is the horizontal axis and the direction along this axis that the player is tooking towards ("negative Z", "positive Z", "negative X", or "positive X");
* yaw is the player's yaw, 0 meaning facing South (positive is to the West, negative is to the East);
* pitch is the player's pitch, 0 meaning looking horizontally (positive is down, negative is up).	
Client Light: light (skylight sky, blocklight block) 	The client-side light values at the player's feet:
* light is the total light level (maximum of the sky light level and block light level, not to be confused with the internal light level);
* skylight is the sky light level;
* blocklight is the block light level.	
CH S: WORLD_SURFACE M: MOTION_BLOCKING 	The values of the corresponding client-side heightmaps at the player's position.	
SH S: WORLD_SURFACE O: OCEAN_FLOOR M: MOTION_BLOCKING ML: MOTION_BLOCKING_NO_LEAVES 	The values of the corresponding server-side heightmaps at the player's position.	
Biome: biome 	The biome at the player's position:
* biome is the resource location of the biome.	
Local Difficulty: difficulty // clamped (Day day) 	Regional difficulty-related values:
* difficulty is the regional difficulty in the chunk the player is in;
* clamped is the clamped regional difficulty;
* day is the number of in-game days the player has been in the world.	
Blending: Old. 	Only present if the current chunk was generated using old method. 	
NoiseRouter: T: temperature V: vegetation C: continents E: erosion D: depth W: ridges PV: peaksAndValleys AS: initial_density_without_jaggedness N: final_density	The noise values at the current position, used to generate terrain and biomes:
* temperature is the temperature value;
* vegetation is the humidity value;
* continents is the continentalness value;
* erosion is the erosion value;
* depth is the depth value;
* ridges is the weirdness value;
* peaksAndValleys is the "peaks and valleys" value derived from the weirdness value: ;
* initial_density_without_jaggedness is the initial density without jaggedness value;
* final_density is the final density value.
For more information, see .
Only present when using the multi_noise biome source.	
Biome builder PV: peaksAndValleys C: continentalness E: erosion T: temperature H: humidity 	Categorized noise values:
* peaksAndValleys is:
** "Valley" if the corresponding value is less than 0.05,
** "Low" if the corresponding value is between 0.05 and ,
** "Mid" if the corresponding value is between and 0.4,
** "High" if the corresponding value is between 0.4 and ,
** "Peak" if the corresponding value is greater than ;
* continentalness is:
** "Mushroom fields" if the corresponding value is less than −1.05,
** "Deep ocean" if the corresponding value is between −1.05 and −0.455,
** "Ocean" if the corresponding value is between −0.455 and −0.19,
** "Coast" if the corresponding value is between −0.19 and −0.11,
** "Near inland" if the corresponding value is between −0.11 and 0.03,
** "Mid inland" if the corresponding value is between 0.03 and 0.3,
** "Far inland" if the corresponding value is greater than 0.3;
* erosion is a number between 0 and 6 (both included), where a lower number corresponds to a lower corresponding value;
* temperature is a number between 0 and 4 (both included), where a lower number corresponds to a lower corresponding value;
* humidity is a number between 0 and 4 (both included), where a lower number corresponds to a lower corresponding value.
Only present when using the multi_noise biome source.	
SC: chunks, M: monsters, C: creatures, A: ambient, A: axolotls, U: underground, W: water, W: fish, M: misc 	Information about loaded entities:
* chunks is the total amount of loaded mob-spawning chunks (usually 289);
* monsters is the total amount of hostile mobs that count toward the mob cap;
* creatures is the total amount of creatures (passive mobs that spawn on a surface);
* ambient is the total amount of ambient mobs (bats);
* axolotls is the total amount of axolotls;
* underground is the total amount of underground water creatures (glow squids);
* water is the total amount of water creatures (squids and dolphins);
* fish is the total amount of water ambient mobs (all 4 types of fish);
* misc is the total amount of misc entities.	
Sounds: static + streaming (Mood mood) 	Information about sounds:
* static is the number of "static" sounds (like breaking or placing a block, moving or burning fire) playing over the maximum number of static sounds that can be played (typically, 247);
* streaming is the number of "streaming" sounds (music, music from music discs, and loop ambience sounds) playing over the maximum number of streaming sounds that can be played (typically, 8);
* mood is the mood value.	
Shader: path 	Information about the currently-active shader:
* path is the file path of the currently-active shader (within the "assets" directory of minecraft.jar).
Only present if a shader is active.	
Third paragraph 	Third paragraph 	Third paragraph
Debug: Pie [shift]: pie FPS [alt]: chart 	The visibility of the debug pie and charts:
* pie is "visible" if the debug pie is visible, "hidden" otherwise;
* chart is "visible" if the chart is visible, "hidden" otherwise.
On integrated servers, "FPS" is replaced by "FPS + TPS".	
For help: press F3 + Q 	Indication that the player can press for help; see . 	
=== Right side ===
The right side of the debug screen contains information about the system.
Line format 	Description 	Visible with reduced debug info
First paragraph 	First paragraph 	First paragraph
Java version (width) 	Information about the current Java version:
* version is the Java version;
* width is "64bit" on 64-bit architectures, "32bit" otherwise.	
Mem: percentage ratio 	Information about the memory used by the game:
* percentage is the percentage of used memory;
* ratio is the amount of used of memory over the total amount of memory, in .	
Allocation rate: rate 	The current allocation rate:
* rate is the rate of heap memory that the game allocates, in /.	
Allocated: percentage amount	The amount of allocated memory:
* percentage is the percentage of memory the game has allocated from the maximum it can use;
* amount is the amount of allocated memory, in .	
Second paragraph 	Second paragraph 	Second paragraph
CPU: cores name 	Information about the CPU:
* core is the number of cores;
* name is the name of the CPU and may contain its brand, model and speed (typically in ).	
Third paragraph 	Third paragraph 	Third paragraph
Display: resolution (vendor)	Information about the display:
* resolution is the resolution of Minecraft (widthxheight);
* vendor is the display vendor.	
renderer 	Information about the renderer.	
version 	Information about OpenGL:
* version is the OpenGL version.	
Targeted Block paragraph 	Targeted Block paragraph 	Targeted Block paragraph
Targeted Block: coordinates 	Information about the targeted block:
* coordinates is the coordinates of the block;
* identifier is the resource location of the block;
* state is the state of the block (one line per state property);
* tags is the list of tags containing this block (one line per tag).
Only present when looking at a block.	No
identifier 	Information about the targeted block:
* coordinates is the coordinates of the block;
* identifier is the resource location of the block;
* state is the state of the block (one line per state property);
* tags is the list of tags containing this block (one line per tag).
Only present when looking at a block.	No
state 	Information about the targeted block:
* coordinates is the coordinates of the block;
* identifier is the resource location of the block;
* state is the state of the block (one line per state property);
* tags is the list of tags containing this block (one line per tag).
Only present when looking at a block.	No
tags 	Information about the targeted block:
* coordinates is the coordinates of the block;
* identifier is the resource location of the block;
* state is the state of the block (one line per state property);
* tags is the list of tags containing this block (one line per tag).
Only present when looking at a block.	No
Targeted Fluid paragraph 	Targeted Fluid paragraph 	Targeted Fluid paragraph
Targeted Fluid: coordinates 	Information about the targeted fluid:
* coordinates is the coordinates of the fluid;
* identifier is the resource location of the fluid;
* state is the state of the fluid (one line per property);
* tags is the list of tags containing this fluid (one line per tag).
Only present when looking at a block or fluid.	No
identifier 	Information about the targeted fluid:
* coordinates is the coordinates of the fluid;
* identifier is the resource location of the fluid;
* state is the state of the fluid (one line per property);
* tags is the list of tags containing this fluid (one line per tag).
Only present when looking at a block or fluid.	No
state 	Information about the targeted fluid:
* coordinates is the coordinates of the fluid;
* identifier is the resource location of the fluid;
* state is the state of the fluid (one line per property);
* tags is the list of tags containing this fluid (one line per tag).
Only present when looking at a block or fluid.	No
tags 	Information about the targeted fluid:
* coordinates is the coordinates of the fluid;
* identifier is the resource location of the fluid;
* state is the state of the fluid (one line per property);
* tags is the list of tags containing this fluid (one line per tag).
Only present when looking at a block or fluid.	No
Targeted Entity paragraph 	Targeted Entity paragraph 	Targeted Entity paragraph
Targeted Entity 	Information about the targeted entity:
* type is the type of the entity.
Only present when looking at an entity.	No
type 	Information about the targeted entity:
* type is the type of the entity.
Only present when looking at an entity.	No
== Profiler graph ==
Pie charts in the lower right of the debug screen display real-time profiling information. More detailed information about one section can be displayed by using the keys 1-9. Press 0 to go back to the previous section.
== Frame time graph ==
Bar chart in the lower left of the debug screen displays real time measurement of milliseconds per frame with lines marking 16.7 and 33.3 milliseconds per frame, corresponding to 60 and 30 FPS respectively. The graph is color coded from green to yellow to red, with green being faster frame time, red being slower frame time, and yellow in between. In singleplayer and self-hosted LAN worlds (i.e. when running an integrated server), another graph, at the bottom right, shows milliseconds per tick (MSPT) with a line marking 50 MSPT, which is the maximum amount of time a game tick can take while maintaining 20 ticks per second (the intended rate). The color-coding is similar to the FPS graph.
== More debug keys ==
Text appears in chat for most debug keys listed here. Note that when using a specific key combination like , , etc., the debug screen does not open.
* : Reload all chunks.
* : Toggle visibility of hitboxes of visible entities. It also shows which direction entities are looking, the entities' eye levels, as well as the passenger's attachment point on the entity it's riding.
* : Copies the player's coordinates and rotation in the form of a command.
** Holding for 10 seconds instead forces a debug crash. This generates error code -1, which is misinterpreted by launchers as "video driver error".
** forces a Java crash instead of a regular Minecraft crash. However, with some keyboards, it triggers only with right control (or rarely, vice versa), thus using left control produces a regular crash.; per comments there, some keyboards do not allow pressing those keys at the same time (as they are in the same vertical column, presumably). http://keyboardchecker.com/ can be used to check.
* : Clear chat history. Does not include recently typed messages and commands from and .
* : Toggles visibility of the chunk borders around the player.
* : Toggles visibility of IDs of items, durability of tools, and armor hexcodes for color on item tooltips. It also shows the scale of maps and details of a firework rocket in a crossbow.
* : Copies server-sided block or entity data to the clipboard.
* : Copies client-sided block or entity data to the clipboard.
* : Generates Performance Metrics.
* : Cycle between Spectator mode and the previous gamemode. Switches to Creative mode if there is no previous gamemode. Requires cheats to be enabled.
* : Toggle automatic pause when Minecraft loses focus on / off.
* : Gives help and shows all + key combinations.
* : Dumps contents of dynamic textures and font textures to .
* : Reload textures, models, sounds, and any other resource pack contents.
* : Opens gamemode switcher menu and selects the last used gamemode (default Creative mode if there is no previous gamemode). While holding down , the player can cycle between the game modes by pressing and enter the selected gamemode after releasing , or by using the cursor to highlight the gamemode.
* : Toggle pause without pause menu (if pausing is possible). 
* : Opens the debug screen with the profiler graph.
* : Opens the debug screen with the Frame time graph.
** Note that both graphs can be opened with .
* : Brings up command shortcut menu (Realms only).
When the reducedDebugInfo gamerule is set to true, the effects of (entity hitboxes), (chunk boundaries), (copying coordinates), and (copying block/entity data) are not shown. Holding down to initiate a crash still works as expected, as well as .
==History==
===Pre-1.8 legend===
Name 	Descriptionhttp://gaming.stackexchange.com/questions/14990/minecraft-debug-screenhttp://www.minecraftforum.net/viewtopic.php?f=35&t=13231
C 	Number of chunk sections rendered over total number of chunks. Counts all render passes: if a chunk section is rendered twice (because it contains both water and normal blocks, for example) then it is counted twice.
F 	Number of chunk sections loaded outside the viewing distance. Counts all render passes.
O 	Number of chunk sections removed through occlusion culling. Counts all render passes.
E (first row) 	Number of empty chunk sections. These sections are skipped for one of two reasons: Either the chunk has not yet been loaded and rendered into polygons, or the section has nothing to draw in the current render pass. Counts all render passes.
E (second row) 	Number of rendered entities over total entities
B 	Unused, always 0.
I 	Number of invisible entities
P 	Number of particles on screen
T 	Displays the player's max framerate
ALL 	Displays the total number of loaded entities (including mobs and dropped items)
ServerChunkCache ChunkCache	The most chunks that can be loaded
x 	Player's location in blocks East of 0,0 (negative values are to the West) and after the // is the player's chunk number with the block within the chunk in ()
y 	Player's altitude in blocks (63 (62.9) is overworld sea level, 11 (10.9) is overworld lava flood level, 32 (31.9) is nether lava sea).
z 	Player's location in blocks South of 0,0 (negative values are to the North) and after the // is the player's chunk number with the block within the chunk in ()
f 	The direction in which a player is facing (south=0, west=1, north=2, east=3) and if the player walks toward x or z respectively
lc 	Max section height for the chunk the player is in (uses cubic chunk sections, so heights display in multiples of 16 minus 1).
b 	Shows the player what biome they are in.
bl 	(for "block light") The amount of light from other blocks (e.g. torches) at the block the player's head is in. If the player stands on top of a torch, this field shows a light level of 13 instead of the expected 14, due to the player's head being one block away from it.
sl 	(for sky light) The amount of light from the sky at the block the player's head is in. Note that the number shown here is accurate only during the day. It shows the light level the block would get from the sun in full daylight, but does not account for the lower light levels at night or during a storm.
rl 	(for raw light) The total light level where the player's head is, equal to max (bl,sl). Note that because the "sl" field is factored in here, this field has the same caveats as that one.
ws 	Walking speed.
fs 	Flying speed.
g 	On ground, Boolean value, true if the player touches the ground.
fl 	The y-coordinate of the highest block where the player is able to stand, rounded up when standing on half-blocks, such as slabs. When above the void (where there is no block), it equals 0.
shader 	The file path of the currently-active shader (within the "assets" directory of minecraft.jar). Displayed only if a shader is active.
==Issues==
==Trivia ==
*Biome, and the lighting values do not display when the player is outside of the build limits.
*Deeper into the profiler (), some tasks have numbers higher than 9 and can't be accessed. Pressing the two keys simultaneously does not open the task.
* The profiler graph is commonly used by players to find structures, such as nether fortresses. This tactic is commonly known as "pie-ray".
** This feature has been criticized as it has been used by players to locate hidden underground bases in multiplayer SMP servers.
==Gallery==
Notch DRM.png|Image from Notch showing an "unlicensed copy" message on the top corner of the screen.
Debug Screen Performance Profiler Sneak Peek.png|A sneak peek of the performance profiler shown on Notch's Twitter on October 2, 2011
Jeb Debug 1.png|Jeb using the debug screen.
Jeb Debug 2.png|Jeb using the debug screen.
Dinnerbone Render Distance.png|Dinnerbone using the debug screen.
Rockenroll4life Debug 1.jpg|Rockenroll4life using the debug screen.
Rockenroll4life Debug 2.jpg|Rockenroll4life using the debug screen.
Dinnerbone Debug 1.png|Door block data in the debug screen.
Dinnerbone Debug 2.png|Redstone block data in the debug screen.
Dinnerbone Debug 3.png|Tripwire hook block data in the debug screen.
Chunk borders.png|Showing the chunk borders debug feature.
Hitboxes.png|Showing the hitboxes debug feature.
==Notes ==
==References==
Category:Development
Category:UI
de:Debug-Bildschirm
es:Pantalla de información
fr:Écran de débogage
ja:デバッグ画面
nl:Debug-scherm
pl:Ekran debugowania
pt:Tela de depuração
ru:Экран отладки
uk:Екран налагодження
zh:调试界面