Nsight Graphics 2026.4


NVIDIA® Nsight™ Graphics 2026.4 is released with the following changes

New Features:

GPU Trace Profiler

  • GPU Trace now shows DLSS Frame Generation (DLSS-FG) workload boundaries. Applications using DLSS-FG with Streamline version 2.12 or newer will see two rows instead of the traditional “Frames” row: the “Application Frames” row indicates the pacing of work submitted by the application, and the “Presented Frames” row indicates when the application frames and generated frames are presented on the display. This feature does not yet apply when running “Collect GPU Trace” in the Graphics Debugger.

Graphics Capture/Graphics Debugger

  • Graphics Capture now supports DLSS Frame Generation (DLSS-FG). Previously, DLSS-FG was automatically disabled by Graphics Capture. Applications using DLSS-FG with Streamline version 2.12 or newer will now capture and replay with the FG workload preserved, including in multi-frame captures. To disable FG during capture without modifying the application settings, use --disable-dlss-fg in “Troubleshooting -> Additional Capture Args” or with the ngfx-capture CLI tool.

  • Capture and replay now support DLSS 5 Neural Rendering APIs.

  • The Graphics Debugger gains the ability to determine the set of resources that are read within a shader. Normally, only binding and shader reflection information is considered and all candidate resources are displayed. Use the “Collect Dynamic Shader Accesses” button during live replay to filter resource display in all views to the actual read set. The feature utilizes shader instrumentation, which might take a few minutes to run for large captures.

  • Vulkan buffer references, for example when passed as push constants, will now display in the memory inspector as a clickable link. Clicking the link will open a new memory inspector configured to view the pointer’s structured data. For untyped pointers you will need to first configure the structured memory, defining the pointer type.

  • The texture viewer can now draw an image overlay highlighting differences between revisions, or pixels with NaN values.

  • Viewing the output of a vertex shader is now available as an alpha-level feature. A new “Source” menu in the Geometry viewer can switch between “VS In” and “VS Out”, affecting both the Graphical and Memory tabs.
    > Limitations: Only vertex shaders are currently supported, mesh and other shader types will come in a future release. In D3D12, generic programs and render passes are not yet supported. In Vulkan, pipeline libraries and shader objects are not yet supported. Also not yet supported are if the target app makes use of Vulkan XFB or D3D12 Stream Output.

Nsight Graphics MCP Server (Alpha)

  • Nsight Graphics now includes a Model Context Protocol (MCP) server, allowing compatible AI agents to capture applications, inspect graphics captures, and analyze GPU traces. "Workflow" mode provides a simplified interface for common tasks, while "Native" mode exposes a broader set of tools for detailed inspection and automation. This Alpha feature is available on Windows, with Linux support planned for a future release.


Improvements:

GPU Trace Profiler

  • Timeline metrics rows can now be filtered based on the current search in the Metrics tab. When “Filter Timeline” is checked, only the metrics rows matching the set filter are shown.

  • GPU Trace implemented significant memory optimizations inside the UI. Traces now consume less memory, and load and unload faster.

  • GPU Trace now tracks API calls from the VK_EXT_device_generated_commands Vulkan extension. (Previously only the NV extension was tracked.)

Graphics Capture/Graphics Debugger

  • In the Graphics Debugger, events are now displayed with GPU Duration as the default scale when running a live replay.

  • In the RT Inspector, the amount of allocated VRAM utilized by each acceleration structure is now displayed

  • Added support for VK_HDR_device_address_commands and VK_NV_push_constant_bank to Graphics Capture and Graphics Debugger

Shader Debugger

  • In our goal to unify the user experience between Graphics Capture and the Shader Debugger, we standardized some of the user interface components, including the Shader List and Shader Editor.  This will make it easier to use these views in both activities, eliminating the need to learn 2 different workflows.  We also added some usability features like identifying the shader source lines that have line table information and are therefore eligible for setting a breakpoint, as well as some icon refreshes.


Deprecations/Removals:

  • The Shader Profiler in the Open GL Frame Debugger activity is removed, as of version 2026.4. For shader profiling, use GPU Trace, which has the shader profiler as well as many more profiling capabilities.

  • Standalone “.ngfx-shaderprof” files exported from the Frame Debugger Shader Profiler are deprecated, as of version 2026.4. The ability to open these files will be removed in a future version of Nsight Graphics.


Known Issues:

GPU Trace Profiler, Frame Debugger Shader Profile, Frame Debugger Batch Histogram

  • Some GPU SKUs not typically encountered on consumer desktop systems may report "Unsupported GPU" errors. See this page for more information.