The following are typical problems areas:
- Pixel Processor bound problems:
high texture cache miss rate
- Pixel Shader bound problems:
shader instruction high cache miss rate
shader too slow
too many branches.
- Geometry Processor bound problems:
high shader time
high PLBU time
It is unusual for the geometry processor to be the bottleneck in real applications.
- CPU bound problems:
too many draw calls.
too many state changes
slow application logic.
CPU profilers such as OProfile can often distinguish between application and driver overhead.
- API problems:
driver too busy.