Tegra Graphics Debugger is a console-grade tool that allows developers to debug and profile OpenGL ES 2.0, OpenGL ES 3.0, OpenGL ES 3.1, Android Extension Pack (AEP), OpenGL 4.3, OpenGL 4.4, and OpenGL 4.5 on Windows, OSX and Linux enabling game and graphics developers to get the most out of Tegra K1 or Tegra X1 SOCs. Built specifically for Kepler class GPU SOCs, Tegra Graphics Debugger is built from the ground up with a common UI with NVIDIA® Nsight™ Visual Studio Edition.

Linux for Tegra support is available under the NVIDIA Jetson Embedded Platform.

Download the latest version of NVIDIA Tegra Graphics Debugger for Android in the CodeWorks for Android. NVIDIA Tegra Graphics Debugger is offered free of charge, but requires NVIDIA GameWorks™ Registered Developer Program membership.

 Download for Android   Documentation 

Standalone Tegra Graphics Debugger downloads are also available at NVIDIA GameWorks™ Download Center

Major Features

  • Monitor key software and hardware performance metrics
  • Debug draw calls and related states and resources
  • Live capture of a single rendering frame
  • Edit and recompile shaders live
  • Automatic GPU bottleneck analysis
  • Advanced timings for draw calls and kernel dispatches

Tegra Graphics Debugger 2.1 Release Highlights

  • Finding problems in your API usage is now easier thanks to a new "Issues" column in the Events view. Icons in this column indicate warnings and errors in the captured frame, including OpenGL errors, redundant state chances (which can impact CPU performance), ineffective clear and draw calls (calls that result in no change to the output buffers), etc.
  • The user can now create rows in the scrubber highlighting where different shaders are used. A tag button is accessible on the API Inspector and Linked Programs views to add a scrubber row for the current/selected shader.
  • Along with the KHR_debug extension, user can now use NVTX to construct ranges in their API stream that will show up in various Tegra Graphics Debugger views.
  • Users can now try to serialize a capture when using bindless.

    Note there will be a warning prompt that the capture may not function properly, and the user can choose whether or not to continue. Most bindless apps should function without any problem, so we encourage you to try.

  • Support NV_bindless_multi_draw_indirect and glCreateShaderProgramvEXT.
  • >Various bug fixes and performance improvements

Tegra Graphics Debugger allows you to quickly connect to an Android devkit or upcoming a consumer device powered by Tegra K1 or Tegra X1, and attach to your graphics mobile application to monitor key software and hardware performance metrics, such as "frames per second" to gauge rendering performance and "GPU utilization" to ensure you're taking full advantage of the hardware. Simple, yet effective, directed tests provide a painless method for identifying application bottlenecks.

Tegra Graphics Debugger

The frame debugger grabs a rendered frame from your mobile application for further analysis and debugging. Powerful tools, such as the frame scrubber and the event list allow you to navigate the massive amounts of data generated by your application. Other views, such as the resource viewer, allow you to explore your application, examining the various assets, while the API inspector provides a view into the internals of your application.

The frame profiler uses hardware performance monitors to measure unit utilization and bottlenecks, reporting the performance limiters for the rendered frame. The high level overview shows where compute cycles are spent and how much memory traffic is happening where. This gives you a basic idea of how efficient your application is. Additional tools provide more granular details, such as the state bucket, which groups similar rendering commands allowing for optimizations that provide the maximum bang for your buck.

With Tegra Graphics Debugger, you can edit and recompile graphics shader source code on the fly, allowing you to experiment with modifications to your shader source for both performance and debugging. These modifications can easily be toggled or updated to compare rendering or performance results in conjunction with directed tests.

Tegra Graphics Debugger's powerful workflows enable game and graphics developers to get the most out of Tegra K1 and Tegra X1 SOCs. Available on Windows, OSX and Linux, this tool for modern graphics development fits easily into your Android development environment. Redefine next-gen with Tegra and NVIDIA GameWorks Developer Tools.

System Requirements

Supported Operating Systems for Tegra Graphics Debugger client:

  • Windows 7/8.1
  • Mac OS X (10.9)
  • Linux (Ubuntu v12.04, v14.04)

Supported Target Platforms:

  • Tegra K1 32-bit
  • Tegra K1 64-bit
  • Tegra X1 64-bit

Supported Graphics APIs:

  • OpenGL 4.5
  • OpenGL 4.4
  • OpenGL 4.3
  • OpenGL ES 3.1
  • OpenGL ES 3.0
  • OpenGL ES 2.0
  • Android Extension Pack

Developer Webinars

Instructional Videos and Webinars can be found here.


To provide feedback, request additional features or report support issues, please use the Tegra Developer Forums.