The Mali Graphics Debugger allows developers to trace Vulkan (1.0), OpenGL ES (1.x, 2.x, and 3.x), EGL (1.4), and OpenCL (1.x) API calls in their application and understand frame-by-frame the effect on the application to help identify possible issues.

Android and Linux Arm based target platforms are currently supported and everything to get you up and running within a matter of moments is provided in the installer package.

For feedback and questions please get in touch through the Arm Connected Community

What's new in 4.6.0

  • Installing Mali Graphics Debugger on rooted devices is now much simpler. 
  • Daydream support has been added
  • Mali Graphics Debugger can now be installed through the Unreal Engine making the tools easy to use with each other.
Windows 64-bit
File: Mali_Graphics_Debugger_v4.6.0.0c63be76_Windows_x64.exe (225.14 MB)
Windows 32-bit
File: Mali_Graphics_Debugger_v4.6.0.0c63be76_Windows_x86.exe (221.59 MB)
Linux 64-bit
File: Mali_Graphics_Debugger_v4.6.0.0c63be76_Linux_x64.tgz (227.26 MB)
Linux 32-bit
File: Mali_Graphics_Debugger_v4.6.0.0c63be76_Linux_x86.tgz (228.82 MB)
Mac OS X 64-bit
File: Mali_Graphics_Debugger_v4.6.0.0c63be76_MacOSX_x64.dmg (230.76 MB)

Release Note for Downloads 4.6.0

Release Notes


You can now automatically add the Mali Graphics Debugger interceptor library into your Unreal application through just a simple option in Unreal Editor. This greatly simplifies the process of adding Mali Graphics Debugger to your Unreal applications. Check out the new guide included in Mali Graphics Debugger to find out exactly how to do it.

Installing Mali Graphics Debugger on rooted devices is now much simpler. Instead of needing to follow several steps to push the interceptor and daemon to the device, there is now a one click installation method and Mali Graphics Debugger will do all of the hard work for you. 

Daydream support has been added to Mali Graphics Debugger. This puts Daydream support on par with the already featureful Samsung Gear VR support. It allows VR applications to be traced and frames to come through correctly. This also includes all of the capture features such as Overdraw, Shadermap and Fragment count.