Using GPU PerfStudio with LiquidVR

Current Limitations

GPU PerfStudio supports LiquidVR applications with the following limitations.

Enabling LiquidVR Support

LiquidVR Support can be enabled in a number of ways:

1) LiquidVR applications can be enabled by specifying -V or --liquidvr in the Server Arguments text entry box in the Session Settings dialog (see below)

ClientStartLiquidVR.png

2) It can be enabled in the GPUPerfServer.cfg file by uncommenting the "#liquidvr=true" line as follows:

# Enable LiquidVR Support
liquidvr = true

Please note that if you are using remote debugging you will need to make the GPUPerfServer.cfg change on the computer running the GPU PerfStudio server. You can find the GPUPerfServer.cfg file in the following locations:

3) It can be enabled by using "-V or --liquidvr" as a GPUPerfServer command line argument e.g.

GPUPerfServer-x64.exe c:\MyLiquidVRApp.exe -V

If you try to start a LiquidVR application without specifying -V or --liquidvr, the following warning/reminder will appear.

LVR-StartupWarning1.png

Using the Frame Debugger with LiquidVR applications

The GPUPerfStudio Frame Debugger will show additional items in the UI when connected to LiquidVR applications that comply with the limitations (stated above).

The Pixel Shader stage of the Resources Viewer will show output merger render targets and depth buffers for both GPUs, named (GPU 0) and (GPU 1). The Swapchains for (GPU 0) and (GPU 1) are also visible, see below:

LVR-FD-PS.png

The Vertex Shader stage of the Resources Viewer can be used to see the differences in the VS Constant Buffer values. If they are being used to define the left and right eyes, the values from both GPUs can be seen here. Each constant buffer will be prefixed with g0, g1, ...., gn to show which GPU the buffer belongs to.

LVR-FD-VS.png