Contents Menu Expand Light mode Dark mode Auto light/dark mode
Logo. Logo.
PowerVR Docs
Developer Forum Email Developer Support
PowerVR Tools Downloads PowerVR SDK on GitHub PowerVR Tools EULA PowerVR SDK EULA
Imagination Technologies Careers
PVRTune and PVRScope Documentation
PVRTune and PVRScope Documentation
  • PVRTune Reference
    • Introduction to the PVRTune Manual
    • PVRPerfServer
      • Overview of PVRPerfServer
      • Installing PVRPerfServer
      • PVRPerfServer Command-Line Options
      • PVRPerfServer Runtime Options
    • PVRTune GUI
      • PVRTune GUI
      • Menu Bar in PVRTune
      • Timeline Area in PVRTune
      • Counter Table Window in PVRTune
      • Counter Properties Window in PVRTune
      • Find Window in PVRTune
      • Render State Override Window in PVRTune
      • Monitor Window in PVRTune
      • Remote Editor Window in PVRTune
      • Process ID (PID) Window in PVRTune
      • Timelines Window in PVRTune
      • Logcat Window
      • Command-Line Arguments for the PVRTune GUI
    • Application Analysis
      • Getting Started with Application Analysis in PVRTune
      • Connected vs Offline Analysis in PVRTune
      • Managing Connections to PVRPerfServer in PVRTune
      • Comparing Data in PVRTune
      • Understanding Timing Data in PVRTune
      • Identifying Bottlenecks
    • PVRTuneComplete Features
      • Additional Features of PVRTuneComplete
      • PVRTuneComplete GUI
      • Timing Data in PVRTuneComplete
      • PVRPerfServer Details Window in PVRTuneComplete
      • Resource Viewer
      • Shader Analysis
      • Custom Counter Groups in PVRTuneComplete
      • HW Counter Source Editor Dialog
      • Exporting Data in PVRTuneComplete
      • Captured API Calls
      • Custom BVNC Definition
    • Counters
      • Counter List
      • 2D Active
      • 2D Time Per Frame
      • Active Slot Occupancy
      • Available Slot Occupancy
      • Compute Active
      • Compute Time Per Frame
      • CPU Load
      • CPU Load Kernel
      • CPU Load User
      • Cycles Per Pixel
      • Cycles Per Vertex
      • FBA Load
      • Frames Per Second (FPS)
      • Frame Time
      • GPU Clock Speed
      • GPU Memory Interface Load
      • GPU Memory Read Rate (Bytes per Second)
      • GPU Memory Total Rate (Bytes per Second)
      • GPU Memory Write Rate (Bytes per Second)
      • HSR Efficiency
      • ISP Overload
      • ISP Pixel Load
      • Output Pixels Per Frame
      • Output Pixels Per Second
      • Overdraw
      • Processing Load: Compute
      • Processing Load: Pixel
      • Processing Load: Ray-Vertex
      • Processing Load: Vertex
      • Register Overload
      • Renderer Active
      • Renderer Time Per Frame
      • RTU Task Time Per Frame
      • Shaded Pixels Per Frame
      • Shaded Pixels Per Second
      • Shaded Vertices Per Frame
      • Shaded Vertices Per Second
      • Shader Processing Load
      • SHG Triangles Per Second
      • Slot Occupancy
      • SPM active
      • System Memory Load
      • System Memory Total
      • System Memory Use
      • Texture Overload
      • Texturing Load
      • Tiler Active
      • Tiler Time Per Frame
      • Tiles Per Triangle
      • Triangle Ratio
      • Triangles Culled
      • Triangles Input Per Frame
      • Triangles Input Per Second
      • Triangles Output Per Frame
      • Triangles Output Per Second
      • Triangles Per Draw
      • Vertices Per Triangle
      • Z Load Store
      • Additional PVRTrace Counters
    • Hardware Terms: Quick Reference
  • PVRScope Reference
    • Introduction to PVRScope
    • PVRScopeStats
    • Reading Counter Data using PVRScope
    • Outputting Counter Data using PVRScope
    • PVRScopeStats API usage
    • PVRScopeComms
    • Sending a Custom Mark
    • Sending a Custom Counter
    • Sending and Receiving Remotely Editable Data
    • Sending Custom Timing Data
Back to top
© Imagination Technologies Limited. All rights reserved.
Privacy Policy | Terms & Conditions
Made with Sphinx and Furo.