Hello,
We tried running to do a performance comparison of our game with Vulkan integrated in out built and one without it(OpenGL). When we ran the Vulkan built apk and tried to capture some streamline data we seem to not get some data like "Frame Rate, Draw Calls, Indirect Draw Calls...etc" to show up. But the same shows up on a regular build.Could anyone guide us on why that is happening and what we can do to get the data on streamline for the same.
Device: Samsung A50
Streamline captured data on the Vulkan build:
Streamline captured data on a standard(OpenGL) build:
Checking with the team here, and FPS is all we expect to work for Vulkan at the moment. Some of the others can be made to work in future, but require us to efficiently handle some state tracking and caching for parts such as secondary command buffers. This is on the roadmap to add, but it's not there today.Which of the missing parts do you view as particular priorities - we can try and tackle those first =)
Kind regards, Pete
Thanks for getting back and for all the help. :)
Thanks again for the help.