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