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.
Product and Performance Information
Intel's compilers may or may not optimize to the same degree for non-Intel microprocessors for optimizations that are not unique to Intel microprocessors. These optimizations include SSE2, SSE3, and SSSE3 instruction sets and other optimizations. Intel does not guarantee the availability, functionality, or effectiveness of any optimization on microprocessors not manufactured by Intel. Microprocessor-dependent optimizations in this product are intended for use with Intel microprocessors. Certain optimizations not specific to Intel microarchitecture are reserved for Intel microprocessors. Please refer to the applicable product User and Reference Guides for more information regarding the specific instruction sets covered by this notice.
Notice revision #20110804