Graphics Analyzer Device Manager fails to connect to my device

Graphics Analyzer's Device Manager fails to connect to the device either from the devices list, or by using the Connect to an IP fields.


Affected releases: Mobile Studio 2019.1, 2019.2, 2020.0, 2020.1.


In versions of Arm Mobile Studio prior to 2020.2, Graphics Analyzer requires you to use a Python script to connect to your device.


  1. In a terminal, navigate to the Arm Mobile Studio installation directory, where you will find a Python script, named which helps Graphics Analyzer capture data from your device:
    cd <install_directory>/graphics_analyzer/target/android/arm/
  2. Run the script, giving the Android package name of the application you want to profile.

    Tip: If you don't know the package name, run the script with the ‑‑list_packages option first, to see a list of the debuggable packages installed on the device:

    python3 --list_packages

    For OpenGL ES applications, run the script with:

    python3 com.MyCompany.MyApp

    For Vulkan applications, use the -v option to instruct the script to install the Vulkan layer. Refer to the Android documentation for more details.

    python3 -v com.MyCompany.MyApp
  3. Launch Graphics Analyzer and select Open the Device Manager from the Debug menu. If your device is connected successfully it will be listed in the Android Devices window. However, don't use the button here to make the connection, as this may not work for some Android versions. Instead, use the Connect to an IP fields at the bottom of the dialog.
    1. Specify an IP Address of
    2. Specify the Port number 5002
    3. Click Connect.

      Graphics Analyzer Device Manager
  4. Optionally, select Trace Config and select which API assets are captured. Only enable the asset types you need. The more asset types you enable, the slower the application will run, the more memory is required, and the generated trace file will be larger.
    Graphics Analyzer Trace Configuration
  5. In the terminal, press Enter to continue the script. The script will launch your application on the device and start capturing the trace. Graphics Analyzer begins displaying the trace data as it receives it from the target.
  6. Perform your test scenario on the device. When you get to a problem area, use the pause, step and play buttons to locate a frame that you want to analyze more closely:
    Graphics Analyzer buttons
  7. Click the camera icon Graphics Analyzer frame capture button to capture the frame buffer output at the current frame.
  8. Optionally, capture extra frame data by enabling the following modes:
    1. Overdraw Graphics Analyzer overdraw button
    2. Shader map Graphics Analyzer shader map icon
    3. Fragment count Graphics Analyzer fragment count button
    Enable the mode, then click the camera icon to collect the data.
  9. To stop tracing, press Enter in the terminal to continue the script. The script will stop the trace, remove the Graphics Analyzer daemon from your device, and terminate. Graphics Analyzer will report a warning that connection to your device has been interrupted. You can safely ignore this warning.
  10. Analyze your trace using the various data views in Graphics Analyzer. All the frames are listed in the Trace Outline view. The frames where you've captured extra data are shown with an icon, to identify the type of frame capture you performed.
    1. To filter the frames to just those where you've captured extra data, use the Show Only Frames With Features Enabled option
      Filtering the trace outline in Graphics Analyzer
    2. Expand a frame to see the renderpasses and draw calls within it. 
      Expanding frames in Graphics Analyzer
    3. Select frames, renderpasses and draw calls to explore their data. Refer to the Graphics Analyzer user guide information about the different data views.
  11. Save or export the trace file, using options under the File menu.