what does f3 s do in minecraft

The debug screen is triggered when the F3 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.

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1 Legend 1.1 Left side 1.2 Right side 2 Profiler graph 3 Frame time graph 4 More debug-keys 5 History 5.1 Pre-1.8 legend 6 Issues 7 Trivia 8 Gallery 9 Notes 10 References

Legend < edit>

When the reducedDebugInfo gamerule is set to true, only the starred items are included, in order from top to bottom. The left side is more about the actual game and the right side is more about the player”s system information.

Left side < edit>

Name Description[1][2] Version* Displays the version, whether it is vanilla or not, or whether it is a snapshot or not. fps* The frame rate (also known as frame frequency) is the frequency rate at which a video device produces unique consecutive images called frames. Frames are still pictures that when sequenced together form a fluid animation that is the basis for all moving media. Frame rate is most often expressed in frames per second (fps). T (first)* Shows the max framerate (“inf” if Unlimited) and the Graphics type (“fast” if Fast, “fancy” if Fancy and “fabulous” if Fabulous!), including cloud settings (“fast-clouds” if Fast, “fancy-clouds” if Fancy and none if clouds are off), as well as if the player has VSync turned on or not. B (first)* The player”s biome blend setting. ms ticks* The time it takes for a tick on the integrated server. tx* Number of packets sent by the client. rx* Number of packets received by the client. C (first)* Number of chunk sections rendered over the total number of chunk sections in the loaded area. D* Client-side render distance. pC* Pending chunks to be batched. pU* Pending uploads to video card. aB* Available buffers to use in the batching process. E* Number of rendered entities over total entities. B (second)* Unused, always 0. May previously have been the number of entities removed due to hidden chunks. P* Number of particles in world. T (second)* Displays the total number of entities (including mobs and dropped items) in loading chunk. Client Chunk Cache* The most chunks that can be loaded on the client. ServerChunkCache Not sure what it does yet, something related to server chunk stuff. Dimension FC The current dimension of the player with the count of force loaded chunks (FC = Forceloaded Chunk). XYZ X: Player”s location in blocks East of 0,0 (negative values are to the West).

Y: Player”s (feet) altitude in blocks (63 is overworld sea level, 11 is overworld lava flood level, 32 is nether lava sea).
Z: Player”s location in blocks South of 0,0 (negative values are to the North).

Block The coordinates of the block the player”s feet are in, in xyz format. Similar to XYZ as above, floored to the whole number. Chunk* The location of the player within a chunk, and the location of the chunk within the world. In reduced mode, only the location within the chunk is displayed. Facing The direction in which a player is facing. Toward Positive X/Z indicates the player”s alignment toward the x/z axis. The two numbers at the end indicate the player”s horizontal (azimuthal) and vertical (altitudinal) rotation. Client Light The client-side light values, where a is the sky light level and b is the block light level.

The first number is the total light level where the player”s feet are. Note that there are a few caveats here due to the sky light level showing 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.
The second number is the amount of light from the sky at the block the player”s feet are in. Same caveat as above.
The third number is the amount of light from other blocks (e.g.

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torches) at the block the player”s feet are in.

Server Light The server-side light values.

Exactly the same as the described in Client Light, but the first number “total light level” doesn”t exist.

CH Describes the Y coordinate of the highest block that exists at the player”s current X/Z coordinates, client side.

CH: client-side values
S: The Y coordinate of the highest non-air block at this X/Z coordinate.

M: The Y coordinate of the highest block at this X/Z coordinate that has a blocking-motion material or is liquid.

SH Describes the Y coordinate of highest block that exists at the player”s current X/Z coordinates, server side.

SH: server-side values
S: The Y coordinate of the highest non-air block at this X/Z coordinate.
O: The Y coordinate of the highest block at this X/Z coordinate that has a blocking-motion material.
M: The Y coordinate of the highest block at this X/Z coordinate that has a blocking-motion material or is liquid.
ML: The Y coordinate of the highest block at this X/Z coordinate that has a blocking-motion material and is not leaves.

Biome Shows the player what biome they are in. Local Difficulty Shows the difficulty of the chunk the player is in. See Difficulty on how this works. The second number in parentheses displays the number of in-game days the player has been in the world. SC Shows the total amount of spawn chunks in the world (usually 289). M (first) Shows the total amount of monsters. C (second) Shows the total amount of creatures. A Shows the total amount of ambient mobs, like bats. W (first) Shows the total amount of certain water creatures like squid. W (second) Shows the total amount of some other certain water creatures. M (second) Shows the total amount of misc entities. Sounds Represented by: Number of sounds playing/maximum of sounds playing.

The first pair represents normal sounds like breaking or placing a block, moving or burning fire.
The second pair represents streamed sounds, such as music, music from music discs, and loop ambience sounds.
The mood value in parentheses indicates how close the player is to the next mood ambience sound being played (see Ambience#Mood algorithm).

Shader The file path of the currently-active shader (within the “assets” directory of wtbblue.com.jar). Displayed only if a shader is active. Debug* Tells the player whether the debug pie, or the FPS + TPS graphs are visible or not. For help* Tells the player to press F3 + Q for extra debug information; see below for more info.

Right side < edit>

Name Description Java* The Java version the player is running and whether it is 32bit or 64bit. Mem* The amount of memory that the game uses (as a percent as well), over the max amount of memory the game can use. Allocated* The amount of memory the game has allocated from the max the game can use, also as a percent. CPU* The CPU, including how many cores it has, what brand, its exact model and at what speed the CPU runs (in GHz) that the player uses. Display* The resolution of wtbblue.com (as well as the name of the GPU company), the graphics card, the OpenGL version and what driver the player uses. Targeted Block Displays exactly what block the player is targeting, the block”s coordinates & blockstates and what tags it has. Appears only when the player is looking at a block. Targeted Fluid Displays exactly what fluid the player is targeting, the fluid”s coordinates & blockstates and what tags it has. Appears only when the player is looking at a block or fluid. If the player is targeting a non-fluid block, displays “wtbblue.com:empty” instead. Targeted Entity Displays exactly what entity the player is targeting, nothing else. Appears only when the player is looking at an entity.

Profiler graph < edit>

Pie charts in the lower right of the ⇧ Shift + F3 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.

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