Imagination® PowerVR™ counters

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.