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Frame Advisor. Unsupported image format for Vulkan game (built with Unity)

Hi.
I'm testing new Performance Studio 2024. And i've tried to capture some info with Frame Advisor on my test project (built with Unity 2022.3.6f1). All seems ok, except absence of any visual representation of frame/draw calls in Framebuffers window.
Device i'm using is Huawei P30 (with Mali-G76 MP10). 

Didn't find any info about such issue in manual and on forum. So decided to ask. Will appreciate any help or information.

Kind Regards,
Gennadii

Parents
  • Hi, Liam. Yes, seems like all fine with 37 format in new version. I can see preview for Frame.

    And get messages in log for it:

    [debug] Processing input texture type:  37
    [debug] Maps to Vulkan Format type:  43

    But for all other parts (Render passes and individual Draw calls) sitll get "unsupported image format" (because they are in 139 Format). And it's pitty, because it is hard to understand frame structure without preview of it substeps and individual draw calls.

    Hope, you'll bring support for this format soon.

    Untill then, last question - could there be some settings or recomendations for build creation process from your side, how can I force my application to work with supported formats (seems unlikely for me, because I'm creating build from Unity and don't have full control of build process, but anyway ..)? 
    And do you have some links to documentation about supported formats?

    Kind Regards,
    Gennadii

Reply
  • Hi, Liam. Yes, seems like all fine with 37 format in new version. I can see preview for Frame.

    And get messages in log for it:

    [debug] Processing input texture type:  37
    [debug] Maps to Vulkan Format type:  43

    But for all other parts (Render passes and individual Draw calls) sitll get "unsupported image format" (because they are in 139 Format). And it's pitty, because it is hard to understand frame structure without preview of it substeps and individual draw calls.

    Hope, you'll bring support for this format soon.

    Untill then, last question - could there be some settings or recomendations for build creation process from your side, how can I force my application to work with supported formats (seems unlikely for me, because I'm creating build from Unity and don't have full control of build process, but anyway ..)? 
    And do you have some links to documentation about supported formats?

    Kind Regards,
    Gennadii

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