Microsoft Windows* 8.x

TSP Load

 

Metric Description

The TSP Load metrics represents the percentage of time that the Texture and Shading Processor (TSP) is busy.

Improving Performance

The TSP is responsible for the texturing and shading of visible fragments. If the TSP Load metric is high relative to the TA Load and ISP Load metrics, try one of the following techniques to improve performance:

Texture Unit Load

 

Metric Description

The Texture Unit Load metric represents the percentage of the time that the texture units are busy.

Improving Performance

Use the following techniques to improve the texture sampler performance:

  • Reduce the size of textures by using a lower resolution or lower color precision, such as RGBA4444 instead of RGBA8888.

USC Active

 

Metric Description

The USC Active metric represents the percentage of time that the Unified Shader Cluster (USC) is processing instructions, excluding stalls.

Improving Performance

If the USC Active metric value is high, check the USC Vertex Active or USC Fragment Active metrics to identify whether you should investigate vertex or fragment work for performance improvements.

USC Fragment Active

 

Metric Description

The USC Fragment Active metric represents the percentage of time that the Unified Shader Cluster (USC) was processing fragment shader instructions.

Improving Performance

Use the USC Fragment Active metric in combination with the TSP Load metric to help improve performance. For example:

USC Stalled

 

Metric Description

The USC Stalled metric represents the percentage of time that the Unified Shader Cluster (USC) has instructions to process, but is stalled waiting for an external module.

USC Vertex Active

 

Metric Description

The USSE Vertex Active metric represents the percentage of time that the Unified Shader Cluster (USC) is processing vertex shader instructions.

Improving Performance

Use the USC Vertex Active metric in combination with the TA Load metric to help improve performance. For example:

  • If the TA Load metric is high but the USC Vertex Active metric is low, then the scene may have too many vertices

USSE Vertex Load

 

Metric Description

The USSE Vertex Load metric represents the percentage of the time that the Universal Scalable Shader Engine (USSE) is processing vertex instructions.

Improving Performance

Use the USSE Vertex Load metric in combination with the TA Load metric to help improve performance. For example:

USSE Pixel Load

 

Metric Description

The USSE Pixel Load metric represents the percentage of the time that the USSE is processing pixel instructions.

Improving Performance

Use the USSE Pixel Load metric in combination with the TSP Load metric to help improve performance. For example:

USSE Total Load

 

Metric Description

The USSE Total Load metric represents the percentage of the time that the USSE is processing instructions, excluding stalls.

Improving Performance

If the USSE Total Load metric is high, check the USSE Vertex Load or USSE Pixel Load metrics to identify whether you should investigate vertex or fragment work for performance improvements.

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