Graphics Frame Debugger Release Notes

Thank you for choosing the Graphics Frame Debugger for debugging your Android* game or graphics application. These Release Notes provide information about the product new features, system requirements and installation instructions, as well as lists known issues and limitations.

Graphics Frame Debugger Overview

Graphics Frame Debugger enables you to find the root cause of rendering issues in your Android* application, such as unsupported OpenGL* ES extensions, misplaced objects, issues with shadowing, lighting, or color schemes. Using frame capture files, Graphics Frame Debugger displays detailed information on all visual changes that occur inside the frame on each rendering stage, function by function. This enables you to locate the exact API call that causes a rendering issue.

For additional information and assistance in using the product, refer to the following online resources:

System Requirements and Supported Platforms

Minimum requirements for client systems used to debug Android* workloads are: Intel® Core™ Processor with a minimum of 2GB of memory. At least 4GB of memory is highly recommended. To perform frame debugging, you need to run Graphics Frame Debugger on a Windows* OS 64-bit system.

  • Client Processor: Intel® Core™ Processor
  • System Memory: 2GB RAM (4GB recommended)
  • Video Memory: 512MB RAM
  • Minimum resolution: 1280x1024
  • Disk Space: 80MB for minimal product installation

The table below shows platforms and applications supported by Graphics Frame Debugger.

Target Platform
(the system where your game runs)
Client Platform
(your analysis system)
Target Application
(types of supported applications running on the target platform)

Google* Android* 4.0, 4.1, 4.2, 4.4 (Devices based on Intel® Architecture)

Windows* 7 SP1/8/8.1 OS

OpenGL* ES 1.0, 1.1, 2.0

Support for ARM*-Based Devices

Graphics Frame Debugger includes beta-level support for the following ARM*-based device configurations:

 

Model GPU Android version

Samsung* Galaxy Nexus (GT-i9250)

Imagination Technologies* PowerVR SGX540

Android 4.3

Samsung* Galaxy S4 (GT-I9500ZNASER)

Imagination Technologies* PowerVR SGX544

Android 4.4

Samsung* Galaxy S III (GT-i9300)

ARM* Mali 400MP

Android 4.3

Nexus 4

Qualcomm* Adreno 320

Android 4.4

Nexus 5

Qualcomm* Adreno 330

Android 4.4

LG* G2 D802

Qualcomm* Adreno 330

Android 4.4

Amazon* Kindle Fire HD

Imagination Technologies* PowerVR SGX544

Amazon* Fire OS 3.0

Graphics Frame Debugger may run with other ARM*-based devices, but they are not supported.

Installing Graphics Frame Debugger on Windows* OS Analysis Platforms

To install Graphics Frame Debugger on Windows* OS, download the msi package file from the Home Page and run the installer.

Debugging Android* Frames

Using Graphics Frame Debugger, you can debug Android* applications if the following conditions are met:

  • Your application runs on an Android* device based on Intel® architecture, or on an ARM*-based device that appears in the table above.
  • The latest version of Android* SDK is installed on the client system.
  • Android* Debug Bridge (adb) USB connection is successfully established between the Android* device and the client system.

For information on how to set up the Android* Debug Bridge USB connection for the Intel-based mobile devices, refer to the online help.

Troubleshooting Android* OS Connection Problems

If the target device does not appear when the "adb devices" command is executed on the client system, do the following:

  1. Disconnect the device
  2. Execute "adb kill-server"
  3. Reconnect the device
  4. Run "adb devices"

If these steps do not help, restart the system and then run "adb devices" again.

Once your system is set up, you can start debugging Android* applications. For details, see the Debugging on Android* topic of online help.

Graphics Frame Debugger Known Issues and Limitations

  • Graphics Frame Debugger does not support profiling browsers on Android*.
  • Graphics Frame Debugger runs best on systems with a minimum of 4GB of physical memory.
  • Graphics Frame Debugger may fail to replay frames which extensively use multi-context rendering.
  • EGLImage sharing across OpenGL* ES contexts is not supported. Graphics Frame Debugger may fail to render such frames properly.
For more complete information about compiler optimizations, see our Optimization Notice.