Counter Names | Description |
---|---|
EXPERIMENT VERTEX COUNT |
How many vertex have been drawn. |
EXPERIMENT VERTEX TRANSFORM COUNT
|
How many vertex have been transformed or go through the vertex pipeline. |
EXPERIMENT DEGENERATE PRIMITIVES
|
How many degenerated primitives are there in the draw call. Degenerated primitives are checked by equal indices of the primitive not the vertex data. |
EXPERIMENT CULLED PRIMITIVES |
How many primitives are culled. |
EXPERIMENT CLIPPED PRIMITIVES |
How many primitives are clipped. |
EXPERIMENT ACCEPTED PRIMITIVES |
How many primitives have finished the vertex pipeline and are accepted by the rasterizer. |
EXPERIMENT CLIP GENERATED PRIMITIVES |
How many new primitives are generated by clipping. |
EXPERIMENT REJECTED PRIMITIVES |
How many primitives are rejected by the vertex pipeline. |
EXPERIMENT EARLY REJECTED FRAGMENTS |
How many fragments are early rejected, either by the depth test or the stencil test. |
EXPERIMENT REJECTED FRAGMENTS |
How many fragments are rejected in the fragment pipeline, due to either depth test or stencil test failure. |
EXPERIMENT DISCARDED FRAGMENTS
|
How many fragments are discarded by "discard" instructions in the fragment shader. |
EXPERIMENT ACCEPTED FRAGMENTS |
How many fragments have finished the fragment pipeline and write to the frame buffer. |
EXPERIMENT VERTEX CACHE MISS RATE |
Percentage for vertex cache miss / total vertex cache access. |
EXPERIMENT ATTRIBUTE CACHE MISS RATE |
Percentage for attribute cache miss / total attribute cache access. |
EXPERIMENT TEXTURE CACHE MISS RATE |
Percentage for texture cache miss / total texture cache access. |
EXPERIMENT GPU IDLE |
Percentage for how long the GPU is idle / how long the GPU has been alive since the last sampling. |
EXPERIMENT INDEX MEMORY ACCESS |
How many bytes of index memory are accessed. |
EXPERIMENT ATTRIBUTE MEMORY ACCESS |
How many bytes of attribute memory are accessed. |
EXPERIMENT TEXTURE MEMORY ACCESS |
How many bytes of texture memory are accessed. |
EXPERIMENT OTHER READ MEMORY ACCESS |
How many bytes of other memory are requested for reading. |
EXPERIMENT OTHER WRITE MEMORY ACCESS |
How many bytes of other memory are requested for writing. |
EXPERIMENT RENDER TIME |
How many milliseconds (ms) are elapsed for rendering. |
EXPERIMENT INDEX MEMORY STALL |
How many milliseconds (ms) are elapsed for memory stall. |
EXPERIMENT ATTRIBUTE MEMORY STALL |
How many milliseconds (ms) are elapsed for attribute memory stall. |
EXPERIMENT DEPTH MEMORY STALL |
How many milliseconds (ms) are elapsed for depth memory stall. |
EXPERIMENT STENCIL MEMORY STALL |
How many milliseconds (ms) are elapsed for stencil memory stall. |
EXPERIMENT TEXTURE MEMORY STALL |
How many milliseconds (ms) are elapsed for texture memory stall. |
EXPERIMENT FRAGMENT READ MEMORY STALL |
How many milliseconds (ms) are elapsed for fragment stage memory read stall. |
EXPERIMENT FRAGMENT WRITE MEMORY STALL |
How many milliseconds (ms) are elapsed for fragment stage memory write stall. |
EXPERIMENT INDEX DOWNSTREAM STALL |
How many milliseconds (ms) are elapsed for index downstream stall. |
EXPERIMENT VERTEX DOWNSTREAM STALL
|
How many milliseconds (ms) are elapsed for vertex downstream stall. |
EXPERIMENT PRIMITIVE DOWNSTREAM STALL |
How many milliseconds (ms) are elapsed for primitive downstream stall. |
EXPERIMENT FRAGMENT DOWNSTREAM STALL |
How many milliseconds (ms) are elapsed for fragment downstream stall. |
NVIDIA® GameWorks™ Documentation Rev. 1.0.211026 ©2014-2021. NVIDIA Corporation and affiliates. All Rights Reserved.