Spend more time writing code and less time debugging. GPU PerfStudio gives developers control with seamless workflow integration. Identify performance and algorithm issues early in the development cycle, and meet your quality and performance goals. GPU PerfStudio is the second generation GPU Performance Analysis and Debugging Tool from AMD. It offers clear advantages to developers by cutting software development time and improving graphics quality.
- Integrated Frame Profiler
- Integrated Frame Debugger
- Integrated Shader Debugger with support for DirectX™ HLSL and ASM
- Integrated API Trace with CPU timing information
- Client / Server model
- GPU PerfStudio Client runs locally or remotely over the network
- GPU PerfStudio Server supports 32-bit and 64-bit applications
- Supports DX11, and OpenGL 4.3 applications on Windows 7 and Windows 8.1
- Supports OpenGL 4.3 applications on Ubuntu 12.04
- 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
GPU PerfStudio V3.0
- Adds Linux Server support
- Adds OpenGL 4.3 Support
- Calls between glBegin & glEnd are now collapsed to a single entry.
- Adds support for separate shader objects in GL
- Many stability enhancements for titles running on DirectX 11 and OpenGL
- Fix for missing call data in FrameDebugger
- Fix for missing HUD data in GL applications
Improvements in previous versions
GPU PerfStudio integrates four 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, a Shader Debugger that allows you to step through and analyze your shader code and its output, and an API Trace window with integrated CPU timing information. This screen shot (click image for larger view) shows the Frame Profiler and, Frame Debugger in use at the same time. In this scenario the profiler was used to identify an expensive draw call. The draw call was selected in the blue list on the right hand side causing the Frame Debugger to jump to that draw call. The vertex and index buffer, the texture assets, and depth buffer for this draw call are currently displayed. The pixel shader code can be stepped through where the relationship between the code and assets can be thoroughly explored to identify costly aspects of the shader.