Profiling and debugging with PowerVR Graphics Tools

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The PowerVR Graphics Tools are a suite of utilities targeting important phases of an application’s development cycle including asset optimization, coding, and profiling and debugging software on-device.

To help you obtain a 360-degree view of our profiling and debugging tools for PowerVR hardware, we’ve put together a video series providing you with a comprehensive tutorial on how to effectively use these utilities. The series covers the most important features of our PVRHub, PVRTune and PVRTrace tools.

In the first part of the tutorial, we will talk you through the main operations of PVRHub, which is chiefly used to configure PVRTune profiling and PVRTrace recording on Android. We will cover installing the PVRTune server and PVRTrace recording libraries, as well as detail some of the available options for working with the utility.

 

In the second video, we go through PVRTune and how to make effective use of it. We explain not only what data is displayed, but how to efficiently interpret it as well. In addition, we also take some time to detail the counters that help you identify common and corner case bottlenecks.

 

Finally, the third video deals with PVRTrace, our OpenGL ES API recording and analysis utility, capable of inspecting captured data, identifying redundant calls, highlighting costly shaders and more.

 

We hope that these videos will help you make the most out of our profiling and debugging tools.

If you require further support and training, there are three main channels you can use. First, there is our Developer Forum which is the more informal way of getting in touch with the team, where primarily non-confidential queries are addressed.

You can also contact our Support team through our free and confidential Developer Ticketing System. We also offer training and workshops, where we can visit you on site or arrange a conference call to discuss the specifics of our graphics architecture and performance recommendations.

Remember to also follow us on Twitter (@ImaginationTech, @PowerVRInsider) for  the latest news and announcements from the PowerVR Insider team.

Benjamin Anuworakarn

Benjamin Anuworakarn

Ben Anuworakarn is a technical author in the PowerVR Developer Technology team and has a computer science engineering background. Primarily responsible for producing and maintaining both internal and external documentation, he has a knack for coming up with solutions to problems that don't exist yet. You can find him either clacking away at his keyboard or shuffling trading cards every few hours.

1 thought on “Profiling and debugging with PowerVR Graphics Tools”

  1. This is useful article for Graphics Programmer to debug and optimize on Android PowerVR Devices. I just only one concern about how to start PVRTrace after game launch. As you know, some game always have long story, and the bug or FPS decrease for long time to play which is hard to start record from the beginning of game.

    Reply

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