• Mali texture workload/usage rate issue in Streamliner
    Hi, I'm struggling to understand the connection between a spike I'm seeing in the Mali Texture Workload Property Rate and (a) overlapping texture unit utilization and (b) subsequent L2/external reads...
  • FPS and few other capture data are not showing up on streamline for Vulkan builds
    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...
  • Frame rate in Streamline
    Hi guys I'm getting some frame rate values (in a Samsung S10e - G970F) I can't really explain in Streamline, so I was wondering if you could clarify this. The Frame Rate counter seems to be based on...
  • GPU's cycles in Streamline
    Hi guys, I need some clarification in regards to the GPU Active ($MaliGPUCyclesGPUActive) counter on a Mali-G76 (not really specific to this GPU though) in a Samsung S10e. I'm getting a total of ...
  • Streamline for Developers
    Introduction Streamline is a great tool to work out where the bottleneck is for your application. It should be your first pass tool in finding out whether you are vertex, fragment, CPU or bandwidth...