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    PIX on Windows

    Performance tuning and debugging for DirectX 12 games on Windows

    September 2020 | PIX on Windows

    Capturing GPU Work
    Capturing GPU Work
    Damyan PepperDamyan PepperSeptember 15, 2020Sep 15, 202009/15/20
    One of the most significant changes we’ve made in PIX-2008.26 has been to make the GPU capture process focus on capturing GPU work rather than API calls. This blog post will explain how PIX used to work, describe some of the drawbacks with this approach, how it works now, and the benefits we get from it. Hopefully, you’ll find this ...

    1
    Debugging D3D11 apps using D3D11On12
    Debugging D3D11 apps using D3D11On12
    Jeff NoyleJeff NoyleSeptember 8, 2020Sep 8, 202009/8/20
    PIX is designed for use with Direct3D12 applications. That said, PIX can take advantage of Windows’ ability to convert Direct3D11 API calls into Direct3D12 calls, and thereby allow you to view your Direct3D11 application as if it were Direct3D12. It’s easy to use: just click this check box here before launching your game under GPU capture...

    4
    GPU Captures: Support for D3D video
    GPU Captures: Support for D3D video
    Austin KinrossAustin KinrossSeptember 4, 2020Sep 4, 202009/4/20
    PIX on Windows version 2008.26 added support for taking GPU Captures of applications that use D3D video APIs. This means that you can now use PIX to capture regions of GPU work that involve videos, such as title screens in games or videos playing in web browsers. In this blog post, we’ll talk about how PIX captures video workloads and what ...

    1
    Changes to the capture experience
    Changes to the capture experience
    Matt AmertMatt AmertSeptember 2, 2020Sep 2, 202009/2/20
    Summary As some of you have likely noticed by now, PIX.2008-26 comes with some improvements to the overall capture and Start-Analysis experience, made possible by the rewrite of the capture layer within PIX on Windows. This is a list of the major changes – read on for a detailed explanation! API selection change - no ...

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