View Last Build Stats

I would love to have a way to open up the build stats window from by last render after I’ve already closed it. When I’m optimizing my projects I often find myself habitually closing the build stat window before I remember to actually look at them. Then I have to start a new build, which takes just long enough for me to forget and repeat my mistake (fingers are too quick for my brain!). Perhaps WM could auto save build logs, or provide an option to do so.

In the more distant future I would love to have a device view “view mode” that recolors all devices based on their last build time (red=bad green=good) and also display their build times.

Another request: I’d love to see stats and devices inside macros to show up on full builds. Macros could be expandable to see the inner devices and their stats. This sort of applies to the Device Navigation too where macros are also not expandable like groups are.

And another related question to macros that might be better for another thread: It seems like macros always build everything inside even when a bunch of devices don’t feed back into the local tree. When I do partial builds inside my macros, I find that my builds are much better than building the macro from the outside. If I delete the devices that don’t feed back, my build times seem to match up better. Is this expected? I think it’s been happening forever, not a new issue.

Thanks!
Ben

All good ideas.

I too have wanted the dev view to optionally provide last-build stats on your devices (so each device would show you memory consumed, last time-to-build, etc). I like the “optimize devices” view idea where you can quickly see what the time sucks are in your network – one of the next big pushes is actually going to be aimed at improving big world robustness, feedback, and knowledge of build time scaling, so this would fit right in.

Sounds great, I’m loving all these changes so just keep doing what your doing please :smiley: Speaking of big worlds, the libraries have enabled a way around many of my seamless tile problems. I’m doing all my long distance sampling in an early pass WM project file that encompasses a large area (32x32 km) > output to library > input into a new file that operates on a 8x8 km area of the library input. Now my really strong terrain warping displacements and rain shadows match up at the seams :slight_smile: It doesn’t solve everything for me but It’s a great work around (on top of being a great tool in general) until newer features make it in, cheers.