Java Edition only
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. It can be very useful for telling other players your map location and monitoring performance.
When displaying reduced debug info, only the starred items are included.
|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 sequence together form a fluid animation that is the basis for all moving media. Frame rate is most often expressed in frames per second (fps).|
|chunk updates*||Chunk updates are the number of 1-block spaces which have changed its state or content in the last second. This change in state can be caused by the addition or subtraction of blocks from the map, sugarcane growing, water or lava flowing, redstone contraptions, loading/unloading chunks, and more. Chunk updates are usually high right after map generation.|
|integrated server*||The time it takes for a tick on the integrated server, number of packets sent by the client (tx), and number of packets received by the client (rx).|
|C*||Number of chunk sections rendered over 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|
|F*||Number of chunk sections loaded outside the viewing distance. Counts all render passes.|
|O*||Number of chunk sections removed through occlusion culling. Counts all render passes.|
|E*||Number of rendered entities over total entities|
|B*||Unused, always 0. May previously have been the number of entities removed due to hidden chunks|
|I*||Number of invisible entities|
|P*||Number of particles on screen|
|T*||Shows your max framerate (“inf" if Unlimited) and your Graphics type (“fast" if Fast and none if Fancy), including cloud settings ("fast-clouds" if Fast, "fancy-clouds" if Fancy and none if clouds are off).|
|All*||Displays total number of loaded entities (including mobs and dropped items)|
|MultiplayerChunkCache*||The most chunks that will be loaded|
|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 (62.9) is overworld sea level, 11 (10.9) is overworld lava flood level, 32 (31.9) is nether lava sea).
|Block||The coordinates of the block the player's feet are in, in xyz format. Very similar to XYZ as above, rounded to the nearest 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. Towards Positve X/Z indicates the player's alignment towards the x/z axis. The two numbers at the end indicate the player's horizontal (azimuthal) and vertical (altitudinal) rotation.|
|Biome||Shows you what Biome you are in. If the Y is below 0 or above 255, the words “Outside of world…” are shown instead.|
|Light||The first number is the total light level where your 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 your feet are in. Same caveat as above.
|Local Difficulty||Shows the difficulty of the chunk the player is in. See Difficulty on how this works. The second number displays the amount of in-game days the player has been in the world, see Day-night cycle for more information.|
|Looking at||Shows the co-ordinates of the block the player is looking at. If the player is not looking at any block, this entry does not appear.|
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.
Frame time graph
Bar chart in the lower left of the Alt+F3 debug screen displays real time measurement of seconds per frame with lines marking 1/60s and 1/30s per frame. The graph is color coded from green to yellow to red, with green being faster frame time, red being slower frame time, and yellow in between.
Text will be shown in chat for most debug keys listed here. Note that when using a specific key combination like F3+N, F3+B, etc., the debug screen will not open.
- F3+A : Reload all chunks.
- F3+B : Toggle visibility of hitboxes of entities. It also shows which direction entities are looking.
- F3+C : Copies the player's coordinates and rotation in the form of a
- Holding for at least 10 seconds and releasing instead forces a debug crash.
- F3+D : Clear chat history (including previously typed messages and commands) (As of 1.11, player can still use the up button to view previous commands/things they said in chat).
- F3+F : Increases render distance by 1 (Minimum and Maximum are 2-32).
- F3+⇧ Shift+F : Decreases render distance by 1 (Min and Max are 2-32).
- F3+G : Toggles the visible chunk borders around the player.
- F3+H : Toggle IDs of items, the durability of tools, the armor color and the scale of maps.
- F3+I : Copies block or entity data to the clipboard.
- F3+N : Cycle between Creative and Spectator gamemodes.
- F3+P : Toggle automatic pause when Minecraft loses focus on / off.
- F3+Q : Gives help and shows all F3 + key combinations.
- F3+T : Reload textures, models, sounds, and any other resource pack contents.
- ⇧ Shift+F3 : Opens the debug screen with the profiler graph.
- Alt+F3 : Opens the debug screen with the Frame time graph.
- (note that both graphs can be opened with ⇧ Shift+Alt+F3)
reducedDebugInfo gamerule is set to
true, the effects of F3+B (entity hitboxes) and F3+G (chunk boundaries) will not be shown.
|0.0.9a||Debug screen added. It included the version number, fps, and chunk updates.|
|?||Added an option to turn on the debug screen. The version number was always displayed even the option is disabled.|
|v1.1.0||The debug screen was no longer listed as an option and required F3 to be held down to activate.|
|v1.2.3||The coordinates were added to the debug screen.|
|1.3||The debug screen, along with other function key controls, became a toggle.|
|When the debug screen was open, it would show numbers above every mob; these numbers being the mob's Entity ID. These were visible through blocks, making F3 a very useful mob-finder.|
|1.7||The "f" coordinate was made visible in the debug screen (facing direction).|
|1.8||?||The ability to see the level's seed was added.|
|Removed entity numbers being shown above mob's head. Some players felt that it was cheating and that it took away from the game.|
|1.0.0||October 2, 2011||The first images of a runtime performance profiler with a pie chart is revealed. When it was actually added remains unknown.|
|1.2.1||1.2-pre||Information about the biome and light level of the player's location were added. The seed in multiplayer was made hidden, showing as "0".|
|1.2.4||Pressing F3 (Fn+F3 on Mac and some laptops) brings up the debug screen but without the graphs. The graph will appear on pressing ⇧ Shift+ F3 (Fn+ ⇧ Shift + F3 on Mac and some laptops).|
|1.3.1||12w18a||Information about the player's speed and whether the player is touching the ground were added.|
|Coordinates are now rounded to 5 digits.|
|12w21a||Information about the world's seed was removed, seen instead by pressing the chat key and typing "/seed".|
|1.4.2||12w39a||Fl, x and z chunk coordinates, and more rotation (f) information were added.|
|12w41a||Shift+F3 now shows the profiler graph.|
|1.8||14w02a||Now shows which axis you are facing after the cardinal direction: "Towards positive/negative X/Z".|
|14w04a||The crosshair will display 3 short colored lines to indicate the direction of each axis: x/red, y/green, z/blue.|
|The x coordinate line will now be bold when looking east/west, similarly the z coordinate line will now be bold when looking south/north.|
|14w05a||Text now has a background.|
|Replaced x, y, z, b, bl and other labels with more understandable labels.|
|"Light" is now the light levels at feet, not eyes.|
|14w06a||X, Y, and Z title has been changed from 'Feet' in the previous snapshot, to 'XYZ'.|
|Day counter added, which increases by 1 every dawn.|
|Now displays difficulty: Peaceful- 0.00, Easy- 0.75, Normal- 1.50, Hard 2.25 (but numbers slowly increase the longer you are in an area).|
|Now displays player rotation in degrees and quadrants.|
|14w11a||On the right hand side, a display shows up if you are looking at a block, showing its ID and block states.|
|14w17a||All blocks now have their info displayed on the right hand side of the F3 debug screen.|
|Removed the "Facing negative/positive x/z" from the F3 menu.|
|14w20a||Readded "Facing negative/positive x/z".|
|14w25b||F3 + B now also shows which direction entities are looking in using a blue line.|
|Removed the line on the right-hand side which had displayed the name of the block model the player was looking at.|
|14w29a||A 'Reduced Debug Info' toggle now exists within multiplayer settings to enable/disable reduced information on the debug screen.|
|14w30a||Now displays how many chunk sections are being rendered currently and how many chunk sections are out of view in percent, the OpenGL version, display size, vendor and GPU.|
|"Vanilla" added to the version number.|
|1.8.2||pre1||Added frame time graph that can be activated using Alt + F3|
|1.9||15w32a||F3+N now toggles between creative and spectator mode, when the player is in either of them. The player needs to be allowed to use
|15w43a||Now shows more information.|
|F3+Q gives help and shows all F3 + key combinations.|
|F3+F now increases render distance by 1 (Minimum and Maximum are 2-32).|
|F3+⇧ Shift+F now decreases render distance by 1 (Min and Max are 2-32).|
|Shows if the pie chart and fps chart are shown on screen.|
|Shows text in chat when you reload chunks, sounds, etc.|
|Does not open the F3 screen when you use a specific key combination like F3+N, F3+B, etc.|
|Removed F3+S, which previously reloaded sounds.|
|F3+T now reloads all resource pack content, including sounds.|
|Red, blue and green lines changed in size, now change relative to the GUI scale|
|1.10||16w20a||F3+G toggles the visible chunk borders around the player|
|The 3 lines indicating direction now have a small black outline when looking at an area with bad contrast|
|1.13||18w11a||Pressing F3+C now copies the player's current location to the clipboard in the form of a
|18w14a||Now gives a warning before forcing a debug crash.|
|18w22c||F3 debug overlay now shows the fluid the player is looking at, separately from blocks.|
|pre6||F3+I copies block or entity data to the clipboard.|
|Added information about the time it takes for a tick on the integrated server, number of packets sent by the client (tx), and number of packets received by the client (rx).|
|pre7||Added "Looking at liquid" row, which displays the targeted fluid's coordinates.|
|Renamed "Looking at" row to "Looking at block."|
|"Targeted Block" information now targets through fluids. It will display information for blocks up to 16 blocks away.|
|Added "Targeted Entity," which displays information for entities up to 16 blocks away|
|Changed F3+I to now be ⇧ Shift+F3+I. It is now clarified that it copies the client-side data of targeted block or entity. It still can be used by anyone.|
|Added F3+I to copy targeted block or entity server-side data to clipboard. It can only be used by operators.|
|Upcoming Java Edition|
|1.13.1||18w30a||Added Control+F3+C to force a JVM crash, instead of a regular crash.|
|C||Number of chunk sections rendered over total number of chunks. Counts all render passes: if a chunk section is rendered twice (because it contains both water and normal blocks, for example) then it will be counted twice.|
|F||Number of chunk sections loaded outside the viewing distance. Counts all render passes.|
|O||Number of chunk sections removed through occlusion culling. Counts all render passes.|
|E (first row)||Number of empty chunk sections. These sections are skipped for one of two reasons: Either the chunk has not yet been loaded and rendered into polygons, or the section has nothing to draw in the current render pass. Counts all render passes.|
|E (second row)||Number of rendered entities over total entities|
|B||Unused, always 0. May previously have been the number of entities removed due to hidden chunks|
|I||Number of invisible entities|
|P||Number of particles on screen|
|T||Displays your max framerate|
|ALL||Displays total number of loaded entities (including mobs and dropped items)|
|The most chunks that will be loaded|
|x||Player's location in blocks East of 0,0 (negative values are to the West) and after the // is your chunk number with the block within the chunk in ()|
|y||Player's altitude in blocks (63 (62.9) is overworld sea level, 11 (10.9) is overworld lava flood level, 32 (31.9) is nether lava sea).|
|z||Player's location in blocks South of 0,0 (negative values are to the North) and after the // is your chunk number with the block within the chunk in ()|
|f||The direction in which a player is facing (south=0, west=1, north=2, east=3) and if the player walks towards x or z respectively|
|lc||Max section height for the chunk you are in (Uses cubic chunk sections, so heights will display in multiples of 16 minus 1.)|
|b||Shows you what Biome you are in.|
|bl||(for "block light") The amount of light from other blocks (e.g. torches) at the block your head is in. If you stand on top of a torch, this field will show a light level of 13 instead of the expected 14, due to your head being one block away from it.|
|sl||(for sky light) The amount of light from the sky at the block your head is in. Note that the number shown here is only accurate during the day. It shows 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.|
|rl||(for raw light) The total light level where your head is, equal to max(bl,sl). Note that because the "sl" field is factored in here, this field has the same caveats as that one.|
|g||On ground, Boolean value, true if the player touches the ground.|
|fl||The y-coordinate of the highest block where the player is able to stand, rounded up when standing on half-blocks, such as slabs. When above the void (where there is no block), it will say 0.|
|shader||The file path of the currently-active shader (within the "assets" directory of minecraft.jar). Only displayed if a shader is active.|
- Lc, Biome, and the lighting values do not display when you are in the void or above y = 255 (in the Overworld)
- When triggered in the Nether, the "B" (biome) displayed the biome of "Hell" up until 1.13. In the End, until release 1.8 (snapshot 14w17a) it indicated the biome "Sky", likely because The End was originally going to be the Sky Dimension.
- When used in a chunk that was created prior to Alpha 1.2 (when there were no biomes), the B field will read "Ocean".
- Deeper into the profiler (⇧ Shift+F3), some tasks will have numbers higher than 9 and can't be accessed. Pressing the two keys simultaneously will not open the task.
- F3+I was used to copy targeted block or entity data to clipboard.