RENDER STATISTICSÂ
RTQueue - Rendered Buffers : Free Buffers Ratio between the Buffers already in use or ready after rendering: The Available Free Buffers.
IO BoardName(Bluefish/DVS) - Buffers Pushed to IO Board. It is the name of the display board that we use named Bluefish/DVS which is equal to 0 when there is no card present in the workstation: When Card is present and program out is in the number of buffers presented to the card.
RenderTime -Â Frame Render Time in Milliseconds The time taken to render the current template where for PAL 1Field = 20 mili secs; 1Frame = 40 mili secs
GetRT - Time taken to get data for Display. The time taken for the process of getting data rendered from ATI card-->>>>The Storage drive-->>>>to the final broadcasting through the IO Board(Bluefish/DVS)
RTSpike - RenderTime Spikes (Any greater than 20ms) It shows the maximum fluctuation time during rendering. Which denotes that  the scene graphics should be rechecked. If u find a constant fluctuation then you may want to make the scene lighter to avoid it.
OBJECT DATA
SGs - Number of SGs Loaded. The ratio between the SGs loaded:Total SGs to be loaded…(if total SGs=10 and Loaded=3 it will display SGs=3:10)
WorldTime - Time from the start of Sting Server(HH:MM:SS) Number of hh:mm:ss since you turned on the server.
Fonts -Â Size of Font Repository Loaded till now. Number of Font Types used in a Template.(If font type is same but it is BOLD then it will be counted as 2 types..)
ENGINE DATA
HOSTÂ -Â Name of the Sting Server Machine
Connected - Name of the Web Server
FrameRate - Current Frame Rate(FPS)
VideoSize -  Width x Height (Video Format)eg:720x576 or 1280x768
TIME DATA
The RENDERING Process:
 STAGE 1
 In sting client the rendering process follows a particular format:
We have play lists, which comprises of templates and each template has a Scene Graph (SG)….
 e.g. we have 3 play lists (P), each with templates (T) as follows.
Playlist 1 | Playlist 2 | Playlist 3 |
Template 1.1 | Template 2.1 | Template 3.1 |
Template 1.2 | Template 2.2 | |
| Template 2.3 | |
The play lists are rendered in a z-order sequence. The uppermost is rendered first and then second, third…and so on depending on the ones being loaded (Two can be loaded at a time). Say if Playlist 1-Template 1 and Playlist 2-Template 2.2 were loaded then the play order would be:
Playlist 1-Template 1Â >>> Playlist 2-Template 2.2
Each frame is rendered at a time rate of 1frame=40 mili secs and 1field=20 mili secs,
building up a single frame from two fields through the process know as Interlacing, to avoid flicker on the screen.
 Each SG obtains a composite buffer as the final rendered outcome….
 NOTE: Composite Buffer is the final buffer obtained after all the buffers calculations like color, transparency, depth information (where the calculations for the opaque objects are done from front to back and transparent/translucent are done back to front) are done.
 There are total five buffers, which are in the ratio… Rendered Buffers(Composite Buffer): Free Buffers known as RTQueue.
STAGE 2.
 This stage involves getting processed data/rendered data from the ATIà System RAMà I/O Board. This process involves a lot of data rendering and transfer simultaneously.
ATIÂ Â >>> SYSTEM RAMÂ Â >>> I/O BOARD
When the data is rendered through the ATI and transferred to the System RAM and then to the I/O Board, the ATI gets involved in two processes simultaneously. The time it takes during this process is the GetRT.
 Suppose we have an SG1 rendered through the ATI and at the same time the already rendered SG2 is being transferred, if there is an object in SG1 which contains a lot of details like shadows and blending on it, making it more calculative for the buffer to render it, then the transfer is delayed spiking the usual transfer time which we know as RTSpike…
 To minimize this RTSpike the scene graphics should be rechecked. If you find constant fluctuation then you may want to make the scene lighter tbalanceren theo  dering and transferring.