The VS EU Stall metric represents the percentage of overall GPU time that the execution units (EUs) were stalled in Vertex Shader instructions. This metric is important if vertex processing seems to be the bottleneck for selected rendering calls.
This metric does not include the total amount of time stalled in the vertex shader, but only the fraction of the time when vertex shader stalls were causing the entire EU to stall. The entire EU stalls when all of its threads are stalled.
If VS EU Stall is 50%, it means that half of the overall GPU time was spent stalled on Vertex Shader instructions.
If VS EU Stall is 0%, it means that no Vertex Shader was associated with selected rendering calls or Vertex Shader threads were not causing EUs stalls.
To improve performance:
If VS EU Stallaccounts for most of the EU active time, then to improve performance you might need to simplify the vertex shader or simplify and optimize geometry.
If VS EU Stall is significant, you need to concentrate on vertex shader code to find the reasons that are causing stalls.