VS EU Active
- IfVS EU Activeis 50%, half of the overall GPU time was spent actively executing Vertex Shader instructions.
- IfVS EU Activeis 0%, no Vertex Shader was associated with the selected draw calls, or the amount of time actively executing Vertex Shader instructions was negligible.
- IfVS EU Activeaccounts for most of the EU active time, then to improve performance you should simplify the vertex shader or simplify and optimize the geometry of your primitives.
- IfVS EU Activeis significant, you should examine your vertex shader code to find the reasons that might be causing stalls.