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When using Intel GPA, using the latest version of the graphics drivers ensures that you are getting the most accurate metrics when analyzing and optimizing your game or graphic-intensive application.
Like a similar user I'm having trouble getting metrics from my yoga tablet.
Would it be possible to also get access to GPA 2016 R3 (I could not find old version download link on website) and do a quick test?
I'm attempting to use GPA in place of NVidia's Nsight for a piece of software that Nsight is failing on.
GPA works fine, except that I don't see a way to view the vertex buffer data analyzing this frame (DirectX 11 capture).
The Geometry tab shows you x/y/z/w position, but I don't see anywhere in those tabs that shows you the buffer itself. So as far as I can tell, there is for example no way to show the UV values of a vertex anywhere in the analysis.
Am I missing something here?
Using Graphics Frame Analyzer, you can analyze DirectX 12 states used in the captured frame:
- Graphics pipeline states used by draw calls. You can modify these states directly in the Graphics Frame Analyzer and see how these modifications might improve your application performance.
- Compute pipeline states used by dispatch calls. You can view these states in the Resource viewer.
To experiment with graphics pipeline states:
Once you connect the System Analyzer or Graphics Frame Analyzer to the target device, the Application List window displays two groups of applications available on your device:
Use the Disable Z-Test override mode to help determine whether your application is encountering potential performance issues due to Z-buffer operations.
With the Graphics Frame Analyzer, you can discover which API calls affect specific pixels and minimize overdraw by removing redundant or unimportant calls. For example, lighting effects are typically produced by multiple rendering passes. You can determine whether you can reduce the number of iterations to produce a similar visual effect with higher performance.
To detect the sequence of API calls that affects the final color of the pixel: