Migrating from Range Profiler to GPU Trace in Nsight Graphics

Summary of "Migrating from Range Profiler to GPU Trace in Nsight Graphics"
Introduction
- To access the Range Profiler, users previously used the Frame Profiler or Frame Debugger activity
- Now, select the GPU Trace Profiler option when starting an application
GPU Trace vs. Range Profiler
- GPU Trace provides the same or better information as the Range Profiler
- The most important metrics in the Range Profiler are visible on the GPU Trace timeline
- Range-level metric values are visible in GPU Trace in the Metrics tab on the right
- The Shader Profiler is still available through the Frame Debugger activity for more detailed shader analysis
GPU Block Diagram
- GPU Trace does not provide a block diagram of the GPU
- All stats shown within the block diagram can be found on the GPU Trace timeline
- Corresponding timeline data for each element of the Range Profiler's memory diagram can be found in GPU Trace
Resources
- Advanced API Performance: Async Compute and Overlap
- Identifying Shader Limiters with the Shader Profiler in NVIDIA Nsight Graphics
- Building Acceleration Structures Using Async Compute (video)
- How to Improve Shader Performance by Resolving LDC Divergence (video)
- Getting Started with Ray Tracing Graphics Tools | NVIDIA On-Demand (GTC session)
- Uplifting Optimizations, Debugging, and Performance Tuning with NVIDIA Nsight Developer Tools
- NVIDIA Developer Tools - Walkthrough of Development Scenarios and Solutions - YouTube
- Building Games with NVIDIA Nsight Tools on NVIDIA Ada Lovelace - YouTube
Acknowledgments
- Thanks to Louis Bavoil, Robert Jensen, Axel Mamode, and Aurelio Reis for their contributions.