GPU Inspector captures and inspects frames from native graphics applications. It is the native counterpart of WebGPU Inspector.
Supports Vulkan, Direct3D 12, Direct3D 11, Metal, OpenGL ES, on Windows, macOS, Linux, Android and Quest.
- Object inspection: every GPU object, with how it was created and what it uses.
- Frame capture: a frame's commands, with each draw's state, buffers, textures and render targets.
- Saved captures: reopen them later, anywhere, without the application.
- Export to C++: a Vulkan, Direct3D 12 or Metal frame as a standalone project that runs it again, for driver bug reports.
- Validation: validation layer errors, linked to the objects and commands they name.
- Shader editing: change a shader and see the running application use it.
- Shader debugger: step through a vertex, pixel or compute shader line by line.
- Profiling: GPU time for each pass, and what bounds the frame.
- In the application's own window: a frame-time HUD, a capture hotkey, and a live pause that freezes it on a frame.
- GPU bottlenecks: overdraw, triangle size and wasted work, with likely causes.
- Pixel history: every draw that touched a pixel, and what happened to it.
- Mesh view: a draw's vertices before and after its vertex shader, in 3D and as a table.
- Acceleration structures: a ray tracing scene in 3D, with its instances, their costs and where they overlap.
- Render graph: the frame's passes and the resources between them.
- WebGPU pages: debug the D3D12 backend of WebGPU running in Chrome, Edge, Brave or Firefox.
- Claude Code: a plugin that lets Claude analyze captures and drive applications.
- Custom plugins: add custom plug-ins for console or NDA platforms.
The user documentation is in docs:
| Install · Getting started | the first session, start to a saved capture |
| The launch window | launch apps for inspection and capture |
| Vulkan · Direct3D 12 · Direct3D 11 · Metal · OpenGL ES · Android and Quest · Web pages and WebGPU | the workflow for each platform |
| A Unity player · A Quest application · A WebGPU page · A WebGL page · Ray tracing · Minecraft Bedrock | how-to guides for particular applications and techniques |
| Inspect · Capture · Reports | using the inspector |
| Finding GPU bottlenecks | working out what limits a frame |
| Claude Code plugin | asking Claude about a capture |
| Comparison | GPU Inspector's features next to RenderDoc, PIX and Nsight Graphics |
| Troubleshooting · Building from source | when something does not work, and building it yourself |
GPU Inspector is provided under the MIT license, meaning there are no restrictions on how you use it, commercial or otherwise.
GPU Inspector includes no analytics on use or installation. I have no idea who is using it or for what purpose, and neither does any third party. Use on proprietary or NDA projects will stay private.
I would love to hear if you are using it and find it useful, so feel free to reach out to me either in the Discussions or via email.
GPU Inspector is built on the work of others. The libraries used, and projects that code has been adapted from, are listed in the THIRD_PARTY_LICENSES.
