Identifies potential performance bottlenecks caused by texture maps used in your application. All sampling textures for a scene are replaced with 2x2 texture containing four different colors.
Simple Pixel/Fragment Shader
Replaces every pixel/fragment shader with the pixel/fragment shader that writes a constant color to all render targets.
1x1 Scissor Rect
Bypasses pixel processing from the rendering pipeline: if the frame rate does not increase when this experiment is enabled, then a complex geometry or vertex shader is a bottleneck.
Keeps the selected events from being rendered. This experiment can help you test scene efficiency.