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GPU PerfStudio 2 - Previous versions
Skip Navigation LinksHome > Tools > GPU PerfStudio > Previous versions

Previous versions

GPU PerfStudio 2.8 Improvements

  • New Properties Window added to display text based data
    • The previous text based windows have been replaced by a single properties window
    • The default stage layouts have been edited to use this new window
  • Shader Debugger
    • Constant table UI improvements
    • More assembly shaders are now debuggable
    • Fix for the register mask of the last instruction being black
    • The contents of the Shader constant table can now be saved to disk
  • Shader Editor now supports relative paths
  • Profiler
    • The Profiler now gives the user feedback as the profile is taking place
    • Single Draw Call Profiling is now supported
    • Ability to perform a profile a specific number of times
    • Reduced the memory overhead when many counters are used in a profile
  • Advanced Picture Viewer
    • Now saves to disk the image that you actually see (i.e. the channels the user selects)
    • DDS Support for DXGI_FORMAT_R32_UINT
  • Client connection dialog now saves settings upon connection
  • OpenGL
    • Support for OpenGL debug context
GPU PerfStudio 2.7 Improvements

  • OpenGL 4.0 is now supported
  • Shader Debugger
    • DX11/DX10 Vertex Shader debugging is now supported
    • Constant buffer indexes are now correct
  • Stage Layouts
    • Pipeline Stage view now shows which stages are active at a draw call
    • New Image Resource Thumbnail viewer that allows the user to view image resources from different stages of the pipeline in one view
    • DX11/DX10 the stencil buffer has been removed from the OM layout. The Depth and Stencil images are both in the depth image in different channels
  • DX11/DX10
    • Frame Capture now supports the creation of vertex buffers
    • DX11 Buffer Visualization support for shader inputs
    • DX11 CS UAV Visualization support for shader inputs
    • DX11 Constant buffers now display non-float data correctly
  • Profiler
    • New Profile delta feature allows the user to see the differences between two profiles

GPU PerfStudio 2.6 Improvements:

  • OpenGL 3.0
    • Frame Capture is now supported
    • Texture_2D_Rect type supported
    • Better support for OpenGL titles
  • Stage Layouts
    • New window layouts for each stage of the graphics pipeline
    • Quickly move between stages with one click
    • Each layout can be edited by the user
    • Includes an additional 4 custom layout slots
  • Image Viewer
    • View images as a data grid
    • The image viewer is now a modal window that helps to maximizes screen space
  • Shader Debugger
    • The shader debugger is now a modal window that maximizes screen space when debugging.
  • Profiler results window has been reorganized
    • Per-draw results table has been combined with state bucket table
    • State bucket grouping options have been moved to the Data tab
    • Automatic sorting by the first counter
  • New Index and Vertex Buffer Window
    • This new window shows the contents of the index buffer and vertex buffer
    • View details about the input layout elements
    • Helps debug performance issues with vertex buffers that are not properly aligned

GPU PerfStudio 2.5 Improvements:

  • New API Trace window
    • Displays a timeline which visually displays the start time and duration for each call made by the frame.
    • Displays a per-thread sequential list of calls made to render the frame.
    • Supports one-click two-way navigation between the time line and call list.
    • Supports multithreaded applications, displaying a separate API trace for each thread.
    • Supports saving API trace data to disk in XML format.
    • Supports searching the API trace for a given string.
    • Two-way integration with the Frame Debugger's draw call slider.
  • DX11 Shader Editing
    • Edit and re-compile HLSL shader from inside PerfStudio's shader code window.
    • See the effect of your edits immediately in the running app.
    • Supports changing of compile flags.
    • Use in conjunction with the profiler to measure the performance changes of your edits.
  • Automated Updater
    • The PerfStudio 2 client now checks to see if a newer version is available for download. A task bar pop-up window will alert the user if a new version is available.
  • Improved support for more game applications.

GPU PerfStudio 2.4 Improvements:

  • Improved connection process and UI.
  • Improved interaction between API Trace and Frame Debugger.
  • The shader code window now has line numbers.
  • DX11 Better support for DrawIndexedInstancedIndirect, DrawInstancedIndirect, and DispatchIndirect.
  • DX11 Improved support for multiple devices.
  • DX11/DX10 - Frame Capture is now more stable.
  • DX11 Improved support for multi-threaded applications.
  • DX10 PerfMarkers are now supported in the API Trace and Profiler when Frame Capture is being used.
  • OpenGL - Profiler now works on ATI Radeon HD 2400 series graphics cards.
  • OpenGL - wglSwapLayerBuffers is now recognized as a frame boundary.
  • Profiler column headers now indicate units, percentages (%), milliseconds (ms), bytes (b), and kilobytes (kb).
  • Profiler now supports ATI Radeon HD 6000 series graphics cards. Improved ordering of the profiler counters .
  • Improved depth and stencil profiler counters.

GPU PerfStudio 2.3 New Features:

  • Support for DirectX 11 Deferred Contexts
  • CPU thread timing information for graphics API calls
  • GPU Timing graph integrated with draw call slider
  • Picture-in-picture feature for zoomed in image viewing
  • Improved Profiler user interface
  • Addition of tessellator specific counters
  • Improved support for more game applications

GPU PerfStudio 2.2 New Features:

  • Accurate color picker in the texture viewer
  • DX11 Shader Linkage is now supported
  • OpenGL now supports texture arrays
  • Works with a wider range of applications
  • Simplified client connection

GPU PerfStudio 2.1 New Features:

  • DX11 is now supported.
  • OpenGL 3.0 is now supported.
  • Frame Capture has been implemented for DX11 and DX10 (not OpenGL 3.0).
  • DX11 Compute Shader debugging is supported.