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Reducing noise

The classical definition of noise (at least in the realm of computer science) is meaningless data, and a batch of profiling data that was blindly captured with no specific target in mind is always full of data that won't interest us. More sources of data take more time to mentally process and filter, which can be very distracting. One of the best methods to avoid this is to simply reduce the amount of data we need to process by stripping away any data deemed non-vital to the current situation.

Reducing the clutter in the Profiler's graphical interface will make it easier to determine which subsystems are causing a spike in resource usage. Remember to use the colored checkboxes in each Timeline View area to narrow the search.

Be warned that these settings are autosaved in the Editor, so ensure that you re-enable them for the next profiling session, as this might cause us to miss something important next time.

Also, GameObjects can be deactivated to prevent them from generating profiling data, which will also help to reduce clutter in our profiling data. This will naturally cause a slight performance boost for each object we deactivate. However, if we're gradually deactivating objects and performance suddenly becomes significantly more acceptable when a specific object is deactivated, then clearly that object is related to the root cause of the problem.

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