It takes a long time to open GAPID trace
Dear sirs, I encountered a loading problem when I replay GAPID trace: 1.A 0.5 minute trace with file size 117M (809 frames), it needs 5 minute to load all the frames. 2.A 1 minute trace with file size 160M(2480 frames),Frame#0-Frame#1095 done in 25 minutes, the other frames are always in loading, we stop to wait the frame loading at last. 3.A 2 minute trace with file size 258M(5154 frames) is always in loading state,and we stop it 1 hour's later. Is there any way to catch the trace with small file size or shall we divide a big trace to several small ones(eg: When I catch a trace,the trace will be saved in several files,every file is as small as I can open it quickly). My GAPID version is 1.6.1 Thanks for your help.
Hi @Huanhuan006, thanks for reporting this issue. We are currently re-scoping the number of frames we will be supporting in the future so we'd recommend taking smaller traces (1 to 10 frames) .
Could you please report whether you're having issues on that range of trace length?
Dear pau-baiget, Thanks for your reply. Sometimes we need analyze abnormal screen issue of a game,such as Color bump 3D,we need catch the trace from the beginning(no frame can be got when I try to catch the trace before the issue happens and I don't know why),at last I got a big trace and it takes me a long time to open it(Usually,I have to close the GAPID tool when I can't open the trace after a long time).
Hi @Huanhuan006 ,
I think you have two alternatives to get a smaller trace:
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Start the capture not at the beginning, but manually, when you are reaching the interesting part of your game. (This is maybe what you tried to do?) If you use the OpenGL API, then this Mid-Execution Capture mode is experimental, and may not work. If you use Vulkan, it should work.
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If you use Vulkan, you can capture a very long trace, and then use the
gapit trimcommand to reduce it to only a few frames. See https://gapid.dev/cli/#trim
Please let us know if this is solving your issue.
Dear hevrard, Thanks for you reply. As I mentioned,it shows “No frames in selected context” when I catch the trace before the issue happens(not at beginning). When start to capture the trace,the configuration are as bellow: (1)Type :OpenGLES(no other options) (2)Stop after:0 frames (3)Trace From Beginning(mide-execution capture for OpenGlES is experimental) is not selected
I suggest you try the latest dev-release, and in your configuration you can try:
Type: OpenGLES (assuming your game is OpenGL) Start at: Manual Duration: 5 frames
Let us know if this works for you.
The same issue when I use the latest dev-release version(gapid-1.7.0-dev-20191122-windows.zip) I want to past my configuration screen shot here,but failed.
Dear hevrard, Long time no seed,does AGI can solve my problems,thanks.
Dear hevrard, I got from https://gpuinspector.dev/docs/ that currently, only Vulkan applications are supported. Does AGI will support OpenGL ES applications later? Thanks.
@Huanhuan006 in the future we will add some degree of support for GL but Vulkan will remain the only natively supported API in Android GPU Inspector. Thanks.
Dear sirs, I hope this email finds you well. There are three questions about AGI(Android GPU Inspector): 1.When does this feature Dive deep into a single frame will be ready? 2.Could I reduce a long trace to only a few frames by AGI? 3.I can't see any Mediatek devices in Supported Devices both with Arm® Mali™, and Imagination® PowerVR™ GPU, should I need to file an issue in GitHub repository to request support for a Mediatek device? Thanks.