Info
Java Edition Minecraft Author(s) Mojang AB (Credits) Markus "Notch" Persson (Creator) Jens "Jeb" Bergensten (Lead Developer) Jon "jonkagstrom" Kågström (AI Programmer) Nathan "Dinnerbone" Adams Erik "Grum" Broes Michael "Searge" Stoyke Thomas "ProfMobius" Guimbretière Agnes "LadyAgnes" Larsson Maria

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 X, Y and Z coordinate on a Minecraft map. Coordinates numerically represent your location in a Minecraft world. They are based on a grid where three lines or axes intersect at the origin point. Players 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.
The debug screen is not available in Pocket Edition Pocket Edition Author(s) Mojang AB Jens Bergensten Aron Nieminen Daniel Kaplan Tommaso Checchi Shoghi Cervantes Jason Major Daniel Wustenhoff Tomas Alaeus Mikael "Slicedlime" Hedberg @@@#@@@Microsoft(microsoft.com)###@### Studios 1] Platform(s) Written in C++ 2] Latest version 1.1.2 .
Trivia
- 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) displays the biome of "Hell". In the End, until release 1.8 Beta 1.8 Official name Adventure Update (Part 1) Release date Sep. 15, 2011 Development versions View all Pre-releases Beta 1.8-pre1 Beta 1.8-pre2 Download Client Server Other editions of 1.8 Java Edition ◄◄ Beta 1.7 ◄
(snapshot 14w17a 14w17a Type Snapshot Release date Apr. 24, 2014 Snapshot for 1.8 Download Client (.json) Server ◄◄ 1.7.10 ◄ 14w11b 14w18a ► 1.8.1 ►► See the computer edition. For other editions, see Version
) 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 (⃢₇₧ 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.
Videos
Legend
When displaying reduced debug info, only the starred items are included.
Name | Description |
---|---|
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. |
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. |
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 (⃢₀ₜinf" if Unlimited) and your Graphics type (⃢₀ₜfast" 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 The Overworld, as seen in an extreme hills and a forest biome The Overworld is the dimension in which all players begin their Minecraft journey. Contents 1 Creation 1.1 Seeds 2 Environment 2.1 Biomes 2.2 |
Block | The coordinates of the block the player`s feet are in, in xyz format. Very similar to XYZ as above, excluding digits after the decimal point. |
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 A river bisecting a jungle biome. At the top right is a forest. A river running through a mesa biome with mesa plateaus, with a savanna biome in the bottom right. “ In case you ![]() | Shows you what Biome A river bisecting a jungle biome. At the top right is a forest. A river running through a mesa biome with mesa plateaus, with a savanna biome in the bottom right. “ In case you ![]() |
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 Mobs in full armor are a common sight in higher difficulty levels. Difficulty is an option in Minecraft that has a direct impact on the ease of gameplay. Contents 1 World setting 1.1 Peaceful 1.2 ![]() |
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. |
Profiler graph
Pie charts in the lower right of the ⃢₇₧ 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.


More debug-keys
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 Visualization of the ground portion of a single chunk. The entire chunk extends up to a height of 256. Chunks are 16 × 16 × 256 segments of the Minecraft worlds. Contents 1 Generation 1.1
.
- F3+B: Toggle visibility of hitboxes of entities A player standing in front of a large group of entities The hitboxes of several entities. Note the blue line which points to the direction the entity is "facing." Entities encompass all dynamic, moving objects
. It also shows which direction entities are looking.
- F3+C: Make a debug crash (press keys for at least 10 seconds and release).
- F3+D: Clear chat history (including previously typed messages and commands) (As of 1.11 1.11 Official name Exploration Update 1] Release date Nov. 14, 2016 Development versions View all Snapshots 16w32a 16w32b 16w33a 16w35a 16w36a 16w38a 16w39a 16w39b 16w39c 16w40a 16w41a 16w42a 16w43a 16w44a Pre-releases 1.11-pre1 Download Client (.json)
, 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+H: Toggle IDs See values from the latest PCPersonal Computer version of Minecraft. For values from Classic, see Data values/Classic. For values from Indev, see Data values/Indev. For values from the Pocket Edition, see Pocket Edition
of items, the durability of tools, the armor Armor Type Wearable items Durability See Durability Renewable Yes Stackable No Data values See Data values Name See Data values For the armor that can be worn by horses, see Horse Armor. Armor classes. From
color and the scale of maps Map Type Tools Durability N/A Renewable Yes Stackable Yes (64) First appearances See History Data values Drawn dec: 358 hex: 166 bin: 101100110 Empty dec: 395 hex: 18B bin: 110001011 Name PC Drawn: filled_map Empty: map PE Drawn: ? Empty: emptymap This
.
- F3+G: Toggles the visible chunk borders around the player.
- 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+S: Reloads server side modules, textures and sounds.
- 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)
When the reducedDebugInfo
gamerule is set to true
, the effects of F3+B (entity hitboxes) and F3+G (chunk boundaries) will not be shown.
History
Pre-1.8 legend
Name | Description |
---|---|
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) |
ServerChunkCache ChunkCache | 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 The Overworld, as seen in an extreme hills and a forest biome The Overworld is the dimension in which all players begin their Minecraft journey. Contents 1 Creation 1.1 Seeds 2 Environment 2.1 Biomes 2.2 ![]() ![]() |
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 A river bisecting a jungle biome. At the top right is a forest. A river running through a mesa biome with mesa plateaus, with a savanna biome in the bottom right. “ In case you ![]() |
bl | (for "block light") The amount of light Light (or lighting) in Minecraft affects visibility, mob spawning, and plant growth. Contents 1 Brightness 1.1 Spread 2 Sources of light 2.1 Blocks 2.2 Other 3 Light-filtering blocks 4 Effects of light 4.1 Mobs 4.2 ![]() ![]() |
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. |
ws | Walking speed. |
fs | Flying speed. |
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. |