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VisualFX
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NVIDIA PerfHUD ES Release Notes
NVIDIA PerfHUD ES Release Notes
PerfHUD ES 2.0 Release Notes
Support for NVIDIA SHIELD
(requires OTA OS update 59 or newer)
Google Nexus 7 support
PerfHUD ES 1.9.8 Release Notes
Support for Tegra4
Google Nexus 7 support
PerfHUD ES 1.9.7 Release Notes
The Frame Profiler is much more accurate and efficient.
New “user friendly” configuration dialog replaces manually edited XML.
Draw call ranges can now be selected dynamically using new scroll area.
The performance of the texture viewer has been significantly improved.
The texture viewer now displays textures on all texture units.
The shader performance report now considers GPU frequency and multi-epoch.
Important Information for Google Nexus 7 Users
PerfHUD ES 1.9.7 does NOT support the Google Nexus 7.
PerfHUD ES 1.9.6 Release Notes
Numerous bug fixes, performance and stability improvements.
PerfHUD ES 1.9.5 Release Notes
PerfHUD ES functions perfectly on the
ASUS Transformer Prime
(after the ICS update).
Added the ability to easily advance to the next frame simplifying debugging workflow.
Significant increase in performance.
PerfHUD ES 1.9 Release Notes
Root access no longer required for Android.
New counters added that quantify the time spent waiting each from by the OpenGL ES driver (2D HW, 3D HW and CPU).
Added the “Disable Texture Upload” experiment, which indicates if an application is texture-data bound.
Added the “Disable Buffer Data” experiment, which indicates if an application has issues with data loads.
Added the “Disable Uniform Upload” experiment, which helps determine if data uploads are a bottleneck.
New GPU Idle counter added to the Performance Dashboard.
Line and draw call numbers now associated with OpenGL ES call trace.
After compiling a shader, double-clicking an error message will take you to the source code of that error.
PerfHUD ES 1.8 Release Notes
Added the “Disable Filtering” experiment, which indicates if an application is limited by filtering.
New counter added that measures vertex cache hits.
Dynamic Shader Editing now applies to all applications that use that shader.
The Frame Debugger now displays all active attributes.
The CU load information on the Performance Dashboard has been moved to a separate view.
The host to target connection process has been greatly simplified.
PerfHUD ES 1.7 Release Notes
Modify a GLSL shader at runtime and immediately see the results on the target
Multi-core processor support
New directed test for differentiating between the cost of clear and draw calls
User defined frame delimiters allow the user to specify which call ends a frame