Vulkan from ZERO to HERO: 3.2 Debugging GPU With RenderDOC

Vulkan from ZERO to HERO: 3.2 Debugging GPU With RenderDOC

Welcome back, in our previous video we managed to debug our Vulkan codes via Vulkan Validation layer, in this video we are going to debug GPU using RenderDoc. If you recall, in the very first section of these video courses I've mentioned how to download RenderDoc, now, it's time to download it, set it up and run it. 

RenderDoc is a frame-capture based graphics debugger, currently available for Vulkan, D3D11, D3D12, OpenGL, and OpenGL ES development on Windows 7 - 10, Linux, Android, Stadia, and Nintendo Switch™. It is completely open-source under the MIT license. RenderDoc also allows the user to manipulate a captured frame to see and extract different things such as texture maps, models, assets, and more. RenderDoc can also capture assets outside the view of the game's camera.

This is the final video from section 3, Debugging GPU, and in the next section we are going to learn how to export 3D model from 3D Max to our graphics render engine.

Stay tuned

Pooya (@_poei)


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