Identifies potential performance bottlenecks caused by texture maps used in your application. All sampling textures for a scene are replaced with 2x2 texture containing four different colors.
Simple Pixel/Fragment Shader
Replaces every pixel/fragment shader with the pixel/fragment shader that writes a constant color to all render targets.
1x1 Scissor Rect
Bypasses pixel processing from the rendering pipeline: if the frame rate does not increase when this experiment is enabled, then a complex geometry or vertex shader is a bottleneck.
Keeps the selected events from being rendered. This experiment can help you test scene efficiency.
Adjusts the shading rate for the selected resource, which can help identify objects that could be rendered with less quality without noticeable visual impact.