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I found higp write stall rate in time, but I can't found corresponding shader or render pass in Streamline. Is it has a solution?
Thanks peter ,this is our game capture, a deferred pipeline and use taa. GPU is g51mp4. I found fragment utlization is 100%. So I want to reduce some shader effect, and bandwidth may is another problem.
Hi Chashao,
If it's possible to share the same screenshots with a single frame highlighted using the cross-section marker, so the data bubbles show totals for the frame, it would be great. However, here is some early analysis:
Scheduling:
Bandwidth:
Geometry:
Late ZS:
Shader core load:
Kind regards, Pete