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You have been whitelisted. I moved your question into the GPU Developer Tools forum.
Welcome to the community!
Are you able to get an API trace using GPU PerfStudio? To start with, try temporarily renaming GPUPerfAPIGL*.dll in your GPU PerfStudio folder. You won't get any timing information but you might be able to run the frame debugger. If the frame debugger now works, there's a problem in GPUPerfAPI. We're using the glQueries to retrieve timing information, and if your game is using timing queries, it can mess with things. We're still investigating this issue, but you could comment out any queries in your code before using GPU PerfStudio. Let me know how you get on. We've never encountered a blue screen problem before so it would be good if we could get to the bottom of this.
Nice to e-meet you! I've managed to run API trace but the frame debugger crashes again. I've renamed all of the GPUPerfAPI*.dll files to __GPUPerfAPI*.dll but the crash still exists. I'm suspecting that the last rendered draw call crashes the frame debugger when is selected (the last draw call is selected by default in the frame debugger). It might be something specific to my hardware + software setup
I going to send you PMessage with example content. It would be great if you catch it. I would love to use amd in my dev rig!