Intel® GPA: Using the product with the latest generation Intel® Core™ Processors

Intel GPA supports the 2nd Generation Intel® Core™ Processors with Intel® HD Graphics 3000/2000 (aka "Sandy Bridge"), the 3rd Generation Intel® Core™ Processors with Intel® HD Graphics 4000/2500 (aka "Ivy Bridge"), and the 4th Generation (aka "Haswell"). These architectures provides significant improvements in overall CPU and GPU performance, especially important for laptops using processor graphics.

Intel GPA includes support for additional hardware metrics that can be used with these systems. These new metrics provide an even more detailed view of the CPU and the GPU than with previous graphics chipsets, allowing you to fine-tune your game or graphics application to reach an broader potential customer base. See the links section below for information on the new features.

This article provides information on how to take advantage of these systems with Intel GPA.

Intel GPA Features
As mentioned above, Intel GPA continues to add new features in each release -- one key feature has been support for new hardware metrics. Refer to the latest version of the Intel GPA Help File ("Metrics Descriptions") for a detailed section describing the new metrics, as well as how to use these metrics to analyze and optimize your game.

These new metrics include useful information on exactly what the GPU is doing while rendering graphics primitives, including details covering the percentage of time the EU's (Execution Units) within the GPU are busy and stalled while executing code in the Vertex Shader, Geometry Shader, and Pixel Shader. Again, refer to the Intel GPA Help File for details about the metrics available on Sandy Bridge systems, as well as other graphics architectures. Having such detailed information will provide insights into exactly where potential "hot spots" are, allowing you to more quickly analyze and optimize your game.

However, to make best use of these metrics you'll need to be familiar with both the the architecture of the GPU (see link below) and the Microsoft DirectX* rendering pipeline, so refer to these respective documents for more information.

Important Links

* Other names and brands may be claimed as the property of others.

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