Processing Load: Ray-Vertex

What does this counter show?

This counter represents the average ray-vertex workload of the Shader Processor. This average is calculated across the currently selected time range, regardless of whether the GPU is active or not. To get the most from this counter, you should inspect its value in periods where SHG tasks are active.

What does a high value mean?

A high value indicates that a large percentage of the Shader's workload has been spent carrying out ray-vertex shading i.e. running vertex shaders used in the construction of a Scene Hierarchy.

If this value is high, then you should do the following:

  • An attempt should be made to identify the highest priority ray vertex shaders in the scene i.e. those that are most expensive and run most frequently in the scene.

  • The highest priority ray vertex shaders should then be profiled using the offline compiler.

  • Improve CPU object culling such as Frustum culling: Improving CPU culling of components so there are fewer components being built into a scene hierarchy will reduce the Shader's ray-vertex processing load, as fewer vertices will be submitted to the GPU. Object culling should be applied only to components which will not have any effect on the scene either directly or indirectly.

  • Increase vertex sharing: Use index lists and try to have a low vertices-per-triangle ratio. Try to get this value below one if possible.