Stats
Statistics available through idetik.stats.
Getters read the current state. Only chunks walks chunk states. Reading runtime rates, memory usage, queue counts, or rendered objects does not scan chunks.
Types
MemoryStats
A snapshot of memory used by chunks, renderer textures, and the JS heap.
RuntimeStats
A snapshot of drawing frequency and GPU draw cost.
Values are averaged over sampling windows of at least one second. A frame is one canvas draw pass across all viewports including draws during resize. GPU timings are collected asynchronously and lag draw submission.
QueueStats
A snapshot of the chunk request queue.
| Property | Description |
|---|---|
pending: number | Number of requests waiting to start. |
running: number | Number of requests currently in flight. |
ChunkStats
A snapshot of chunk demand and GPU residency.
Requested counts include prefetch. When the memory limit cannot hold every requested chunk, some are never fetched and resident stays below requested.
| Property | Description |
|---|---|
sources: readonly SourceChunkStats[] | Cache state per source. |
viewports: readonly ViewportChunkStats[] | Loading progress per viewport. Viewports without chunked layers are omitted. |
SourceChunkStats
Cache state for one source, combined across all of its views.
ViewportChunkStats
Loading progress for one viewport, summed across its chunked layers.
Accessors
runtime RuntimeStats
Drawing frequency and GPU cost, recalculated on read when at least one second has passed since the last calculation or reset. Values cover that entire interval, so less frequent reads produce longer-term averages.
get runtime(): RuntimeStats;memory MemoryStats
CPU chunk memory shared across instances, this renderer's GPU texture memory, and optional JS heap figures. Heap figures are not specific to this instance. Sizes are in bytes.
get memory(): MemoryStats;queue QueueStats
Counts of queued and in-flight chunk requests for this instance.
get queue(): QueueStats;chunks ChunkStats
Chunk demand and GPU residency per source, by timepoint, and loading progress per viewport. Each read walks every view's chunk states, so poll it at the rate you need rather than every frame.
get chunks(): ChunkStats;renderedObjects number
Objects reported by the renderer for the last viewport render.
get renderedObjects(): number;