No replay on Vulkan captures with Nsight 5.3?
I see that replay does not work for Vulkan captures (build 5.3.0.17162). This makes frame debugging tedious, if not outright unusable. If you could enable this feature for Vulkan captures, it'd be greatly appreciated. Thanks! EDIT: More info on my setup: GeForce GTX 1060 (384.76) Windows 10 Visual Studio 2015 (and 17)
I see that replay does not work for Vulkan captures (build 5.3.0.17162). This makes frame debugging tedious, if not outright unusable. If you could enable this feature for Vulkan captures, it'd be greatly appreciated. Thanks!

EDIT: More info on my setup:
GeForce GTX 1060 (384.76)
Windows 10
Visual Studio 2015 (and 17)

#1
Posted 07/10/2017 04:31 PM   
Hi rchan, I'm sorry for the problem you met,but we didn't encounter the issue locally. Can we have your sample to do some local repro, then we can identify the crash quickly? Regards, Letitia
Hi rchan,

I'm sorry for the problem you met,but we didn't encounter the issue locally.
Can we have your sample to do some local repro, then we can identify the crash quickly?

Regards,
Letitia

#2
Posted 07/11/2017 04:02 AM   
Hello letitia! This is not a crash. Rather, the Nsight replay window, which would be opened when taking a capture in D3D11/12, does not open in our Vulkan app or the [url=https://github.com/NVIDIAGameWorks/GraphicsSamples]GameWorks samples[/url] (we tested the Skinning and the ModelTest solutions). This makes debugging difficult, since we can't tell where the viewport space vertex positions are.
Hello letitia!

This is not a crash. Rather, the Nsight replay window, which would be opened when taking a capture in D3D11/12, does not open in our Vulkan app or the GameWorks samples (we tested the Skinning and the ModelTest solutions).

This makes debugging difficult, since we can't tell where the viewport space vertex positions are.

#3
Posted 07/11/2017 01:16 PM   
Hi rchan, I got your meaning now.There're now no replay window after the vulkan samples are captured. About the feature, I am not sure about the plan or schedule, but I will take a track for your request and let you know if there are some update. You can check the vertex data in API Inspector view. Regards, Letitia
Hi rchan,

I got your meaning now.There're now no replay window after the vulkan samples are captured.
About the feature, I am not sure about the plan or schedule, but I will take a track for your request and let you know if there are some update.
You can check the vertex data in API Inspector view.

Regards,
Letitia

#4
Posted 07/12/2017 06:23 AM   
Yes, but that's the vertex data provided as input to the pipeline (which we already know), not the clip or viewport space vertex positions (which are crucial to validating the output of the vertex shader stage). Thank you for raising this issue with the right people.
Yes, but that's the vertex data provided as input to the pipeline (which we already know), not the clip or viewport space vertex positions (which are crucial to validating the output of the vertex shader stage).

Thank you for raising this issue with the right people.

#5
Posted 07/12/2017 01:44 PM   
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