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GPU Usage Profiler module

Reference for the GPU Profiler module, which displays where your application spends time in the GPU.
Read time 3 minutesLast updated 11 days ago

The GPU Usage Profiler module displays where your application spends time in the GPU. You can only use the GPU Profiler in Play mode, or for builds of your application. You can't use it to profile the Unity Editor.
By default, the GPU Usage Profiler module isn't enabled. To enable it, refer to Activating Profiler modules.
Note
If you have Graphics Jobs enabled in the
Player Settings

?

, GPU profiling isn't supported. For more information, refer to the documentation on Player Settings.

GPU profiling support

The following table lists the platforms that the GPU Usage Profiler module supports:

Platform

Graphics API

Status

AndroidOpenGLSupported on devices running NVIDIA or Intel GPUs.
AndroidVulkanNot supported
iOS, tvOSMetalNot supported. Use XCode’s GPU Frame Debugger UI instead.
LinuxOpenGL coreSupported
LinuxVulkanNot supported
macOSOpenGLSupported.
Note: Apple has deprecated support of OpenGL.
macOSMetalNot supported. Use XCode’s GPU Frame Debugger UI instead.
TizenOpenGLNot supported.
WebAll WebGLNot supported
WindowsDirectX 11, DirectX 12, OpenGLSupported
WindowsVulkanNot supported
On Windows, Unity supports Play mode profiling in the Editor with Direct3D 11 and Direct3D 12 APIs only. This is convenient for quick profiling, because it means you don’t need to build the Player. However, the overhead of running the Unity Editor affects the Profiler, which might make the profiling results less accurate.

Chart categories

The GPU Usage Profiler module’s chart has several different categories that you can use to investigate GPU timings:

Chart

Description

OpaqueBuilt-in rendering pipeline's time to render opaque objects.
TransparentBuilt-in rendering pipeline's time to render transparent objects.
Shadows/DepthBuilt-in rendering pipeline's time to render shadow maps.
Deferred GeometryBuilt-in deferred rendering pipeline's time to render geometry.
Deferred LightingBuilt-in deferred rendering pipeline's time to render lighting.
PostProcessBuilt-in rendering pipeline's time to process post processing effects.
OtherRendering time to process other things such as Scriptable Rendering Pipelines

Module details pane

When you select the GPU Usage module, the details pane displays a breakdown of where the application spent time in the selected frame.

Views dropdown

You can display the timing data as a hierarchical table. To change the table views, use the top-left dropdown in the details pane (set to Hierarchy by default). The views available are:

Value

Description

HierarchyGroups the timing data by its internal hierarchical structure. This option displays the elements that your application called in a descending list format, ordered by the time spent by default. You can also order the information by the total amount of GPU time, or the number of calls. To change the column that orders the table, click the table column’s header.
Raw HierarchyDisplays the timing data in a hierarchical structure that is similar to the call stacks where the timing occurred. Unity lists each call stack separately in this mode instead of merging them, as it does in Hierarchy view.

Table statistics

The table views have the following columns:

Value

Description

TotalThe total amount of time Unity spent on a particular function, as a percentage.
DrawCallsThe number of calls made to this function in this frame.
GPU msThe total amount of time Unity spent on a particular function, in milliseconds.

Additional resources