RDNA3 Counters

Timing Group

Counter Name

Usage

Brief Description

GPUTime

Nanoseconds

Time this API command took to execute on the GPU in nanoseconds from the time the previous command reached the bottom of the pipeline (BOP) to the time this command reaches the bottom of the pipeline (BOP). Does not include time that draw calls are processed in parallel.

ExecutionDuration

Nanoseconds

GPU command execution duration in nanoseconds, from the time the command enters the top of the pipeline (TOP) to the time the command reaches the bottom of the pipeline (BOP). Does not include time that draw calls are processed in parallel.

ExecutionStart

Nanoseconds

GPU command execution start time in nanoseconds. This is the time the command enters the top of the pipeline (TOP).

ExecutionEnd

Nanoseconds

GPU command execution end time in nanoseconds. This is the time the command reaches the bottom of the pipeline (BOP).

GPUBusy

Percentage

The percentage of time the GPU command processor was busy.

GPUBusyCycles

Cycles

Number of GPU cycles that the GPU command processor was busy.

TessellatorBusy

Percentage

The percentage of time the tessellation engine is busy.

TessellatorBusyCycles

Cycles

Number of GPU cycles that the tessellation engine is busy.

VsGsBusy

Percentage

The percentage of time the ShaderUnit has VS or GS work to do in a VS-[GS-]PS pipeline.

VsGsBusyCycles

Cycles

Number of GPU cycles that the ShaderUnit has VS or GS work to do in a VS-[GS-]PS pipeline.

VsGsTime

Nanoseconds

Time VS or GS are busy in nanoseconds in a VS-[GS-]PS pipeline.

PreTessellationBusy

Percentage

The percentage of time the ShaderUnit has VS and HS work to do in a pipeline that uses tessellation.

PreTessellationBusyCycles

Cycles

Number of GPU cycles that the ShaderUnit has VS and HS work to do in a pipeline that uses tessellation.

PreTessellationTime

Nanoseconds

Time VS and HS are busy in nanoseconds in a pipeline that uses tessellation.

PostTessellationBusy

Percentage

The percentage of time the ShaderUnit has DS or GS work to do in a pipeline that uses tessellation.

PostTessellationBusyCycles

Cycles

Number of GPU cycles that the ShaderUnit has DS or GS work to do in a pipeline that uses tessellation.

PostTessellationTime

Nanoseconds

Time DS or GS are busy in nanoseconds in a pipeline that uses tessellation.

PSBusy

Percentage

The percentage of time the ShaderUnit has pixel shader work to do.

PSBusyCycles

Cycles

Number of GPU cycles that the ShaderUnit has pixel shader work to do.

PSTime

Nanoseconds

Time pixel shaders are busy in nanoseconds.

CSBusy

Percentage

The percentage of time the ShaderUnit has compute shader work to do.

CSBusyCycles

Cycles

Number of GPU cycles that the ShaderUnit has compute shader work to do.

CSTime

Nanoseconds

Time compute shaders are busy in nanoseconds.

PrimitiveAssemblyBusy

Percentage

The percentage of GPUTime that primitive assembly (clipping and culling) is busy. High values may be caused by having many small primitives; mid to low values may indicate pixel shader or output buffer bottleneck.

PrimitiveAssemblyBusyCycles

Cycles

Number of GPU cycles the primitive assembly (clipping and culling) is busy. High values may be caused by having many small primitives; mid to low values may indicate pixel shader or output buffer bottleneck.

TexUnitBusy

Percentage

The percentage of GPUTime the texture unit is active. This is measured with all extra fetches and any cache or memory effects taken into account.

TexUnitBusyCycles

Cycles

Number of GPU cycles the texture unit is active. This is measured with all extra fetches and any cache or memory effects taken into account.

DepthStencilTestBusy

Percentage

Percentage of time GPU spent performing depth and stencil tests relative to GPUBusy.

DepthStencilTestBusyCycles

Cycles

Number of GPU cycles spent performing depth and stencil tests.

VertexGeometry Group

Counter Name

Usage

Brief Description

VsGsVerticesIn

Items

The number of unique vertices processed by the VS and GS.

VsGsPrimsIn

Items

The number of primitives passed into the GS.

PreTessellation Group

Counter Name

Usage

Brief Description

PreTessVerticesIn

Items

The number of unique vertices processed by the VS and HS when using tessellation.

PostTessellation Group

Counter Name

Usage

Brief Description

PostTessPrimsOut

Items

The number of primitives output by the DS and GS when using tessellation.

PrimitiveAssembly Group

Counter Name

Usage

Brief Description

PrimitivesIn

Items

The number of primitives received by the hardware. This includes primitives generated by tessellation.

CulledPrims

Items

The number of culled primitives. Typical reasons include scissor, the primitive having zero area, and back or front face culling.

ClippedPrims

Items

The number of primitives that required one or more clipping operations due to intersecting the view volume or user clip planes.

PAStalledOnRasterizer

Percentage

Percentage of GPUTime that primitive assembly waits for rasterization to be ready to accept data. This roughly indicates for what percentage of time the pipeline is bottlenecked by pixel operations.

PAStalledOnRasterizerCycles

Cycles

Number of GPU cycles the primitive assembly waits for rasterization to be ready to accept data. Indicates the number of GPU cycles the pipeline is bottlenecked by pixel operations.

PixelShader Group

Counter Name

Usage

Brief Description

PSPixelsOut

Items

Pixels exported from shader to color buffers. Does not include killed or alpha tested pixels; if there are multiple render targets, each render target receives one export, so this will be 2 for 1 pixel written to two RTs.

PSExportStalls

Percentage

Pixel shader output stalls. Percentage of GPUBusy. Should be zero for PS or further upstream limited cases; if not zero, indicates a bottleneck in late Z testing or in the color buffer.

PSExportStallsCycles

Cycles

Number of GPU cycles the pixel shader output stalls. Should be zero for PS or further upstream limited cases; if not zero, indicates a bottleneck in late Z testing or in the color buffer.

ComputeShader Group

Counter Name

Usage

Brief Description

CSThreadGroupsLaunched

Items

The total number of thread groups launched.

CSWavefrontsLaunched

Items

The total number of wavefronts launched for the CS.

CSThreadsLaunched

Items

The number of CS threads launched and processed by the hardware.

CSThreadGroupSize

Items

The number of CS threads within each thread group.

CSALUStalledByLDS

Percentage

The average percentage of GPUTime each wavefronts’ ALU units are stalled by the LDS input queue being full or the output queue being not ready. If there are LDS bank conflicts, reduce them. Otherwise, try reducing the number of LDS accesses if possible. Value range: 0% (optimal) to 100% (bad).

CSALUStalledByLDSCycles

Cycles

The average number of GPU cycles each wavefronts’ ALU units are stalled by the LDS input queue being full or the output queue being not ready. If there are LDS bank conflicts, reduce them. Otherwise, try reducing the number of LDS accesses if possible. Value range: 0% (optimal) to 100% (bad).

CSLDSBankConflict

Percentage

The average percentage of GPUTime an LDS is stalled due to bank conflicts. Value range: 0% (optimal) to 100% (bad).

CSLDSBankConflictCycles

Cycles

The average number of GPU cycles an LDS is stalled by bank conflicts. Value range: 0 (optimal) to GPUBusyCycles (bad).

TextureUnit Group

Counter Name

Usage

Brief Description

TexTriFilteringPct

Percentage

Percentage of pixels that received trilinear filtering. Note that not all pixels for which trilinear filtering is enabled will receive it (e.g. if the texture is magnified).

TexTriFilteringCount

Items

Count of pixels that received trilinear filtering. Note that not all pixels for which trilinear filtering is enabled will receive it (e.g. if the texture is magnified).

NoTexTriFilteringCount

Items

Count of pixels that did not receive trilinear filtering.

TexVolFilteringPct

Percentage

Percentage of pixels that received volume filtering.

TexVolFilteringCount

Items

Count of pixels that received volume filtering.

NoTexVolFilteringCount

Items

Count of pixels that did not receive volume filtering.

TexAveAnisotropy

Items

The average degree of anisotropy applied. A number between 1 and 16. The anisotropic filtering algorithm only applies samples where they are required (e.g. there will be no extra anisotropic samples if the view vector is perpendicular to the surface) so this can be much lower than the requested anisotropy.

DepthAndStencil Group

Counter Name

Usage

Brief Description

HiZTilesAccepted

Percentage

Percentage of tiles accepted by HiZ and will be rendered to the depth or color buffers.

HiZTilesAcceptedCount

Items

Count of tiles accepted by HiZ and will be rendered to the depth or color buffers.

HiZTilesRejectedCount

Items

Count of tiles not accepted by HiZ.

PreZTilesDetailCulled

Percentage

Percentage of tiles rejected because the associated prim had no contributing area.

PreZTilesDetailCulledCount

Items

Count of tiles rejected because the associated primitive had no contributing area.

PreZTilesDetailSurvivingCount

Items

Count of tiles surviving because the associated primitive had contributing area.

HiZQuadsCulled

Percentage

Percentage of quads that did not have to continue on in the pipeline after HiZ. They may be written directly to the depth buffer, or culled completely. Consistently low values here may suggest that the Z-range is not being fully utilized.

HiZQuadsCulledCount

Items

Count of quads that did not have to continue on in the pipeline after HiZ. They may be written directly to the depth buffer, or culled completely. Consistently low values here may suggest that the Z-range is not being fully utilized.

HiZQuadsAcceptedCount

Items

Count of quads that did continue on in the pipeline after HiZ.

PreZQuadsCulled

Percentage

Percentage of quads rejected based on the detailZ and earlyZ tests.

PreZQuadsCulledCount

Items

Count of quads rejected based on the detailZ and earlyZ tests.

PreZQuadsSurvivingCount

Items

Count of quads surviving detailZ and earlyZ tests.

PostZQuads

Percentage

Percentage of quads for which the pixel shader will run and may be postZ tested.

PostZQuadCount

Items

Count of quads for which the pixel shader will run and may be postZ tested.

PreZSamplesPassing

Items

Number of samples tested for Z before shading and passed.

PreZSamplesFailingS

Items

Number of samples tested for Z before shading and failed stencil test.

PreZSamplesFailingZ

Items

Number of samples tested for Z before shading and failed Z test.

PostZSamplesPassing

Items

Number of samples tested for Z after shading and passed.

PostZSamplesFailingS

Items

Number of samples tested for Z after shading and failed stencil test.

PostZSamplesFailingZ

Items

Number of samples tested for Z after shading and failed Z test.

ZUnitStalled

Percentage

The percentage of GPUTime the depth buffer spends waiting for the color buffer to be ready to accept data. High figures here indicate a bottleneck in color buffer operations.

ZUnitStalledCycles

Cycles

Number of GPU cycles the depth buffer spends waiting for the color buffer to be ready to accept data. Larger numbers indicate a bottleneck in color buffer operations.

DBMemRead

Bytes

Number of bytes read from the depth buffer.

DBMemWritten

Bytes

Number of bytes written to the depth buffer.

MemoryCache Group

Counter Name

Usage

Brief Description

L0CacheHit

Percentage

The percentage of read requests that hit the data in the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size. Value range: 0% (no hit) to 100% (optimal).

L0CacheRequestCount

Items

The number of read requests made to the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size.

L0CacheHitCount

Items

The number of read requests which result in a cache hit from the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size.

L0CacheMissCount

Items

The number of read requests which result in a cache miss from the L0 cache. The L0 cache contains vector data, which is data that may vary in each thread across the wavefront. Each request is 128 bytes in size.

ScalarCacheHit

Percentage

The percentage of read requests made from executing shader code that hit the data in the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size. Value range: 0% (no hit) to 100% (optimal).

ScalarCacheRequestCount

Items

The number of read requests made from executing shader code to the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size.

ScalarCacheHitCount

Items

The number of read requests made from executing shader code which result in a cache hit from the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size.

ScalarCacheMissCount

Items

The number of read requests made from executing shader code which result in a cache miss from the Scalar cache. The Scalar cache contains data that does not vary in each thread across the wavefront. Each request is 64 bytes in size.

InstCacheHit

Percentage

The percentage of read requests made that hit the data in the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size. Value range: 0% (no hit) to 100% (optimal).

InstCacheRequestCount

Items

The number of read requests made to the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size.

InstCacheHitCount

Items

The number of read requests which result in a cache hit from the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size.

InstCacheMissCount

Items

The number of read requests which result in a cache miss from the Instruction cache. The Instruction cache supplies shader code to an executing shader. Each request is 64 bytes in size.

L1CacheHit

Percentage

The percentage of read or write requests that hit the data in the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size. Value range: 0% (no hit) to 100% (optimal).

L1CacheRequestCount

Items

The number of read or write requests made to the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size.

L1CacheHitCount

Items

The number of read or write requests which result in a cache hit from the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size.

L1CacheMissCount

Items

The number of read or write requests which result in a cache miss from the L1 cache. The L1 cache is shared across all WGPs in a single shader engine. Each request is 128 bytes in size.

L2CacheHit

Percentage

The percentage of read or write requests that hit the data in the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size. Value range: 0% (no hit) to 100% (optimal).

L2CacheMiss

Percentage

The percentage of read or write requests that miss the data in the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size. Value range: 0% (optimal) to 100% (all miss).

L2CacheRequestCount

Items

The number of read or write requests made to the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size.

L2CacheHitCount

Items

The number of read or write requests which result in a cache hit from the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size.

L2CacheMissCount

Items

The number of read or write requests which result in a cache miss from the L2 cache. The L2 cache is shared by many blocks across the GPU, including the Command Processor, Geometry Engine, all WGPs, all Render Backends, and others. Each request is 128 bytes in size.

L0TagConflictReadStalledCycles

Items

The number of cycles read operations from the L0 cache are stalled due to tag conflicts.

L0TagConflictWriteStalledCycles

Items

The number of cycles write operations to the L0 cache are stalled due to tag conflicts.

L0TagConflictAtomicStalledCycles

Items

The number of cycles atomic operations on the L0 cache are stalled due to tag conflicts.

GlobalMemory Group

Counter Name

Usage

Brief Description

FetchSize

Bytes

The total bytes fetched from the video memory. This is measured with all extra fetches and any cache or memory effects taken into account.

WriteSize

Bytes

The total bytes written to the video memory. This is measured with all extra fetches and any cache or memory effects taken into account.

MemUnitBusy

Percentage

The percentage of GPUTime the memory unit is active. The result includes the stall time (MemUnitStalled). This is measured with all extra fetches and writes and any cache or memory effects taken into account. Value range: 0% to 100% (fetch-bound).

MemUnitBusyCycles

Cycles

Number of GPU cycles the memory unit is active. The result includes the stall time (MemUnitStalledCycles). This is measured with all extra fetches and writes and any cache or memory effects taken into account.

MemUnitStalled

Percentage

The percentage of GPUTime the memory unit is stalled. Try reducing the number or size of fetches and writes if possible. Value range: 0% (optimal) to 100% (bad).

MemUnitStalledCycles

Cycles

Number of GPU cycles the memory unit is stalled.

WriteUnitStalled

Percentage

The percentage of GPUTime the Write unit is stalled. Value range: 0% to 100% (bad).

WriteUnitStalledCycles

Cycles

Number of GPU cycles the Write unit is stalled.

LocalVidMemBytes

Bytes

Number of bytes read from or written to the Infinity Cache (if available) or local video memory

PcieBytes

Bytes

Number of bytes sent and received over the PCIe bus

RayTracing Group

Counter Name

Usage

Brief Description

RayTriTests

Items

The number of ray triangle intersection tests.

RayBoxTests

Items

The number of ray box intersection tests.

TotalRayTests

Items

Total number of ray intersection tests, includes both box and triangle intersections.

RayTestsPerWave

Items

The number of ray intersection tests per wave.