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Add docs about new graphics commands
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manual/editor/profiling/profiler.md

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[Debug Command](../../scripting/advanced/debug-commands.md) `ProfilerGPU.Dump` profiles next frame(s) rendering performance and dumps the results to the log (as a hierarchy structure). When using more than 1 frame, the results are averaged for more accurate profiling (especially for A/B testing).
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![GPU Dump Command](media/gpu-dump-command.png)
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### Memory
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![Memory Profiler in Editor](media/memory-profiler-editor.png)

manual/graphics/debugging-tools/index.md

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* [Profiler](../../editor/profiling/index.md)
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* [Debug View](debug-view.md)
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* [View Flags](view-flags.md)
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## Test Value
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When developing shaders, new rendering techniques, VFX or materials, it's often useful to perform A/B testing of different code paths in a shader or rendering pipeline. To do it, engine contains `Graphics.TestValue` command value as debug utility to control visual or rendering features during development. For example, can be used to branch different code paths in shaders for A/B testing (perf or quality). The value of it can be changed via console or from code (even in non-Release builds).
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## Profiler
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![GPU Profiler](../../editor/profiling/media/gpu-dump-command.png)
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Graphics profiling can be done via external tools or right inside the engine via [Profiler](../../editor/profiling/profiler.md) or `ProfilerGPU.Dump` command. It profiles next frame(s) rendering performance and dumps the results to the log (as a hierarchy structure). When using more than 1 frame, the results are averaged for more accurate profiling (especially for A/B testing).

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