Overview
GPU PerfStudio 2.0 is the next generation GPU Performance Analysis & Debugging Tool from AMD. It offers clear advantages to developers by cutting software development time and improving graphics quality.
GPU PerfStudio 2.0 gives developers control with seamless workflow integration. Spend more time writing code and less time debugging. Identify performance and algorithm issues early in the development cycle, and meet your quality and performance goals.
Key Features:
- Integrated Frame Profiler
- Integrated Frame Debugger
- Integrated Shader Debugger with support DirectX™ HLSL and ASM
- Client / Server model
- GPU PerfStudio 2.0 Client runs locally or remotely over the network
- GPU PerfStudio 2.0 Server supports 32-bit and 64-bit applications
- Supports DX10 and DX10.1 applications
- No special build required for your application.
- Customizable Client GUI, define and save your own window layouts
- Drag and drop your application onto the server to start debugging
- No installation required – copy and run anywhere – your settings go with you
Integrated tools
GPU PerfStudio 2.0 integrates three tools that are key for the contemporary graphics developer;
A Frame Debugger that allows you to visualize the graphics state and resources in your frame, a Frame Profiler that allows you to identify per draw call performance issues at the hardware counter level, and a Shader Debugger that allows you to step through and analyze your shader code and its output.

This screen shot shows the Frame Profiler, Frame Debugger and Shader Debugger all in use at the same time. In this scenario the profiler was used to identify the most expensive draw calls. A draw call was selected in the orange list on the right hand side causing the Frame Debugger to jump to that draw call. The Texture assets and depth buffer for this draw call are currently displayed. The pixel shader code is being stepped through for this draw call, showing the images for the draw mask and value mask. The relationship between the code and assets can be thoroughly explored to identify costly aspects of the shader.
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