INVALID
DL_LIGHTING
DL_RADAR
DL_PRE_RENDER_VP
DL_TIMEBARS
DL_SCRIPT
DL_TREE
DL_DRAWSCENE
DL_WATER_SURFACE
DL_WATER_REFLECTION
DL_REFLECTION_MAP
DL_SEETHROUGH_MAP
DL_SHADOWS
DL_PHONE
DL_HUD
DL_FRONTEND
DL_PREAMBLE
DL_HEIGHT_MAP
DL_GBUF
DL_CLOUD_GEN
DL_PED_DAMAGE_GEN
DL_PLAYER_SETTINGS
DL_RAIN_UPDATE
DL_RAIN_COLLISION_MAP
DL_MIRROR_REFLECTION
DL_DEBUG
DL_DEBUG_OVERLAY
DL_BEGIN_DRAW
DL_END_DRAW
Quaysides (Day)
Quaysides (Night)
Santa Monica Pier (Day)
Santa Monica Pier (Night)
Marina (Day)
Marina (Night)
Junction (Day)
Junction (Night)
Echo Park lake (Day)
Echo Park lake (Night)
Reservoir (Day)
Reservoir (Night)
Chateau Marmont (Day)
Chateau Marmont (Night)
Chinese Theater (Day)
Chinese Theater (Night)
DT Plaza (Day)
DT Plaza (Night)
DT Plaza 2 (Day)
DT Plaza 2 (Night)
Freeway (Day)
Freeway (Night)
Pershing square (Day)
Pershing square (Night)
Forest (Sunset)
Streaming test
Physics test
On Demand Capture
Main
Render
Gpu
AddPed
AddPedInCar - Car
AI Update
Alpha Bucket
Alpha Part 1
Alpha Part 2 + Misc
Ambient Lights
Animation
Audio Update
Audio Wait on Thread
AudioWait
blip_controller
bootycallhandler
Build Drawlist
building_controller
candidate_controller
carmod_shop
Cascade Shadows
CControlMgr::Update
CDebugScene::Render_MainThread
CDistantLights Wait for Visibility Dependency
cellphone_controller
CGameScan::KickVisibilityJobs
CGameScan::SetupScan
CGameScan::Update
cheat_controller
Clean and Sort PreRender Lists
Clear Backbuffer
Clear PreRendered flag
CLODLights Wait for Visibility Dependency
CObjectScanner::EndAsyncUpdate
CObjectScanner::ScanForEntitiesInRangeImpl
CObjectScanner::StartAsyncUpdate
code_controller
Common Main
comms_controller
completionpercentage_controller
context_controller
controller_ambientarea
controls.Update
controls.Update.bankDisableInputs
controls.Update.inputMappers
controls.Update.legacyInputOccurredEvent
controls.Update.replaceScriptedControls
controls.Update.timedDisableInputs
Coronas
Cover
CPortal::Update
CreateDrawablesForEntities
CScaleformMgr::CallMethodInternal
CSceneStreamerMgr::PreScanUpdate
Cutout Pass
cutscenemetrics
CVehicle : CalcSirenPriorities
CVehicleDeformation::DamageTextureAllocate - LockDamageTexture
Damage Targets
debug
debug update
Debug.Update
DebugUpdate
Decal Pass
Default Pass - Lod
Default Pass - Tree
Default Pass - Visible
Deferred Lighting
Delete Peds
DepthFX
Destroy Ped
dialogue_handler
Directional/Ambient/Reflections
Displacement Bucket
Distant Lights
DL_BEGIN_DRAW
DL_CLOUD_GEN
DL_DEBUG
DL_DEBUG_OVERLAY
DL_DRAWSCENE
DL_END_DRAW
DL_FRONTEND
DL_GBUF
DL_HUD
DL_LIGHTING
DL_PED_DAMAGE_GEN
DL_PHONE
DL_PRE_RENDER_VP
DL_PREAMBLE
DL_RAIN_UPDATE
DL_REFLECTION_MAP
DL_SCRIPT
DL_SHADOWS
DL_TIMEBARS
DL_WATER_REFLECTION
DL_WATER_SURFACE
DoHeliGenerationAndRemoval
DoTrainGenerationAndRemoval
DrawScene - Alpha/Fading
DrawScriptSpritesAndRectangles
drunk_controller
Dynamic
Dynamic W/Cache
email_controller
emergencycalllauncher
End Animation
End Async Searches
event_controller
extra content
Fade Pass
family_controller
Finalise
Finalize
FinalizeFireSearches
Finish PreRender
floating_help_controller
flow_controller
flow_help
flyunderbridges
Foliage lighting
friends_controller
Game Logic
Game Update
GameWorld Peds & Objects
GameWorld Process After PreRender
GameWorld Update Through Anim Queue
GameWorld Vehicles
Gather Entities from Search and Always PreRender
Gen Wandering Peds
GenerateRandomCarsOnPaths
GenerateRandomVehs
Horizon Objects
IMAP streaming
ingamehud
INPUT.Update
InstantAnimUpdateEnd
InstantAnimUpdateStart
ioPad.Update
ioPad::UpdateDebugAll
Issued scan tasks
IssueRequestsForLists
KEYBOARD.Update
laptop_trigger
launcher_extreme
launcher_racing
Lights:: Wait for Visibility Sort Dependency
Load requested
Local Shadows
LocalObjectsList_EndAsyncUpdate
LocalObjectsList_StartAsyncUpdate
LOD Lights
main
main_persistent
Manage Dummy Objects
Manage Real Objects
marketing tools
MetaData streaming
Misc
Misc Update
mission_stat_watcher
mission_triggerer_a
MOUSE.Update
netRemoteLog::Update
Network
Object pop process
Objects
Occlusion
Occlusion Queries
Pad.Update
Paraboloid Reflection Map Blur
Pathserver Process
Ped ai
Ped and Vehicle assets
Ped Pop Process
PedAILodMgr Update
Peds
Peds with Instant Anim Updates
Performance
phSimulator::CoreUpdate
Physics
Physics streaming
pickup_controller
Pickups
Plants
Plants decals
Player/Update
player_controller
player_controller_b
Post Scan Debug 1
Post Sort PVS Loop
PostCameraAnimationUpdate
PostFX
Pre Process BuildRenderList
PreRender Non-Visible Entities
PreRender2
PreRenderEntities
Present
PreSimUpdate
Process Car Generators
Process Debug
Process Distant Lights Visibility
Process IK Solvers
Process Lights Visibility/Sort
Process LOD Light Visibility
Process Post Visibility
Process PVS Entries
Process PVS For RP
process smoketest
Process Vehicle Intelligence
Process Visible Lights
ProcessAfterMovement
ProcessDynamicObjectVisibility
ProcessPedsEarlyAfterCameraUpdate
PS3 achievements
PTFX Shadowed Buffer
randomchar_controller
re_atmrobbery
References
Reflection Map - Cubemap
Reflection Map - Paraboloid
Remove Dist Cars
Render
Render Opaque/Alpha/Fading
Render Update
Render Water Surface
REST
restrictedareas
Safe Execution
Scaleform Movie Render (Hud)
Scaleform Movie Render (MiniMap)
Scan nodes on players road
ScanForBuildings_EndAsyncSearch
ScanForBuildings_StartAsyncSearch
Scene Lights
Scene streaming
Scene update
Schedule Scenario Peds
Script
script_metrics
selector
Set High Priority Dummy Objects
Setup
sfTexture::Update
shop_controller
SimUpdate
Skin lighting
Sky
social_controller
SortByAttachmentDepth
Spawn Scheduled Ped In Vehicle
Spawn Scheduled Scenario Ped
SpuPmMgr update
SSA
SSA Alpha Fragments
SSA Diffuse Fragments
SSAO
Start
Start Async Searches
Start PreRender Searches
StartFireSearches
Static Cache
stats mgr
stats_controller
stock_controller
StopPadsShaking
Streaming
Synchronous resource placement
System begin
tattoo_shop
taxilauncher
Tex LOD
TimeCycle Update
Train scan for entities
Update
Update All Scripts
Update Generation links
update profiler
UpdatePedNavMeshTracking
Veh Pop Process
Vehicle Create
vehicle_gen_controller
VehicleAILodMgr Update
Vehicles
VfxHelper
Visibility
Visual Effects
VisualEffects Update After PreRender
Volumetric Effects
Wait : PreRenderEntities
Wait for Main
Wait for more PVS Entries
Wait for next DL
Wait For PostScan Helper
Wait for render
Wait For Sort Entity List Job
Wait For Sort PVS Dependency
WaitForAllRasterizersToFinish
Waiting for Bubble Fence
Water Blend
Water Bucket
Water Cube Rendering
Water Depth Occluders
Water Fog Composite
Water Hi-Z Fill
Water Update
World & Population
World Process
World ProcessAfterCameraUpdate
xml_menus
Update Thread
Render Thread
Total GPU
Animation
Audio
Debug
Default
Default
FX
Gameplay
Network
Physics
Rendering
Resource
Scaleform
Script
Streaming
System
World
AnimStore
Archive
BlendShapeStore
carrec
ClothStore
CutSceneStore
DrawableStore
DwdStore
ExprDictStore
FragmentStore
FrameFilterStore
MapDataStore
MapTypesStore
MetaDataStore
ModelInfo
NavMeshes
NetworkDefStore
Paths
PhysicsBounds
PoseMatcherStore
PtFxAssetStore
ScaleformStore
ScriptStore
StaticBounds
TxdStore
wptrec
Animation
Cutscene
Default
Lods
Map
Peds
Props
Vehicles