How to configure Adreno Profiler to work with UE4.15?
Don't know why Adreno Profiler doesn't want to work correctly.
How I setup it.
First, I registered at Qualcomm's site, then downloaded and installed Adreno Profiler software.
Second, in Android device(mine is Sony Z1c, Snap 800) in Developer's Settings set GPU profiler to "adb shell dumpsys gfxinfo".
Third, in UE4 Project Settings -> Android -> Graphics Debugger selected Adreno Profiler.
Fourth, added location of ADB in system's "Path" variable - ADB that I downloaded through "CodeWorksforAndroid-1R5"
In Adreno Profiler when I click connect I get "No Adreno Profiler-enabled app." The same, if I open AProfiler after deploying app to device
And if I use "stat GPU" in console I get
asked Mar 12 '17 at 02:00 PM in Packaging & Deployment
OK I got it working using the side scroller starter content. I'm using a Note 3 so Snapdragon 800 Adreno 330.
Here's what I did - based off a google translate of this forum post :P http://yonomi.tistory.com/229
There's possibly a couple of superfluous steps here but this is everything i did...
(BTW - In the phone's Developer options I did not have the app set as a debug app and Profile GPU Rendering was set to Hide - Those are things that people have said need to be on but they weren't set on my phone.)
This also got it working for my Cardboard VR project. Yay :)
EDIT: Ok so I think the main problem is you just have to hit refresh in the connect window a couple of times before the app will pop up. I have since done this with a build running from Unreal and it works fine. Though I'm finding the profiler crashes a lot which is annoying.
First you must check your device is connected using adb devices. Second in Adreno Profiler's FAQ, you can use adb.exe shell setprop debug.egl.profiler <1 to enable, 0 to disable> to enable debug mode.
Then It'll be works!
answered Apr 11 '17 at 02:08 AM
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