Processing Load: Vertex

What does this counter show?

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

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

  • Profile with the offline compiler: You could batch process your application's shaders with the appropriate offline profiling compiler in the PowerVR SDK using the -perfsim flag to identify the most expensive ones in your scene.

  • Improve CPU object culling: Improving CPU culling of objects so there are fewer draw calls will reduce the Shader's vertex processing load, as fewer vertices will be submitted to the GPU. This culling should, ideally, be applied to geometry inside the view frustum as well as outside of it.

  • Increase vertex sharing: Use index list and try to have a low vertices-per-triangle ratio. Try to get this value below 1 if possible.