• Triangles In
    • Number of triangles submitted to the tiling hardware.
  • Triangles Input per Draw
    • Average number of triangles input to the tiling hardware per draw.
  • Triangles Out
    • Number of triangles output after back-face, off-screen and sub-pixel culling.
  • Triangle Ratio
    • Ratio of the number of triangles output over input, note that while culling removes triangles reducing the ratio, clipping may increase the ratio.
  • Vertex Sharing
    • Percentage average of the number of transformed vertices being shared across primitives, a higher value indicates more efficient vertex sharing, resulting in more efficient cache utilisation.
  • Tiles per Triangle
    • Average number of tiles a triangle touches, this indicates how many tiles need to be processed per primitive. A large value may increase the amount of work required during rasterization.
  • Geometry Load
    • Percentage of time the tile binning hardware spent processing primitives.
  • HSR Efficiency
    • Percentage of pixels submitted to the Hidden Surface Removal hardware compared to the pixels that were actually shaded. For example a value of 50% means that half of the pixels were rejected before fragment processing, saving valuable processing resources.
  • Overdraw
    • Percentage of on-screen pixels that were drawn more than once. For example a value of 0% means that every on-screen pixel was shaded exactly once, while a value of 100% means that every on-screen pixel was shaded exactly twice.
  • ISP Pixel Load
    • Percentage of time the rasterization hardware spent processing pixels.
  • Z/Stencil Load/Store
    • Percentage of time the rasterization hardware spent loading and storing the Z/Stencil buffer.
  • ISP Throughput
    • Percentage of tiles that the rasterization hardware is processing concurrently during a 3D workload, a higher value implies better rasterization HW utilisation. A low value could be the result of the renderpass requiring more memory per pixel due to MRT/PLS setup.
  • Pixels Out
    • Number of pixels written by the GPU to main memory.
  • PBE Load
    • Percentage of time the pixel back-end spent processing pixels. A high value indicates the application is using high resolution render surface(s).
  • Vertex Shader Load
    • Percentage average of the time spent processing vertex shaders.
  • Fragment Shader Load
    • Percentage average of the time spent processing fragment shaders.
  • Compute Shader Load
    • Percentage average of the time spent processing compute shaders.
  • Shaded Vertices
    • Number of vertices shaded by the shader core.
  • Shaded Fragments
    • Number of fragments shaded by the shader core.
  • Processed Kernels
    • Number of compute kernels processed by the shader core.
  • Cycles per Vertex
    • Average number of cycles the shader core spent processing vertices.
  • Cycles per Pixel
    • Average number of cycles the shader core spent processing pixels.
  • Cycles per Kernel
    • Average number of cycles the shader core spent processing compute kernels.
  • Register Overload
    • Percentage of time the shader core was stalled due to temporary register pressure.
  • Texturing Unit Active
    • Percentage of time the texturing unit spent processing texture requests.
  • Texturing Unit Overload
    • Percentage of time the shader core was stalled waiting for a texture request.
  • Memory Interface Load
    • Percentage utilisation of the interface between the GPU and main memory.
  • GPU Clock Speed
    • Current GPU clock in Hz. This may change during a profiling session due to DVFS etc.