Average number of 3D triangles drawn per captured frame.
The number of captured frames that compiled at least one shader.
Geometries the 3D renderer was holding at the end of the run.
The number of shader programs the 3D renderer had to compile during
the run. Anything above 0 once the game is running means frames were
spent compiling shaders instead of drawing - see
Profiler.recordShaderPrograms.
The number of shader programs held by the 3D renderer at the end of the run (0 when the game does not render in 3D).
Textures the 3D renderer was holding at the end of the run.
Average number of 3D draw calls per captured frame.