Web11/09/ · The No Repaint Indicator is, as the name suggests, forex no repaint indicator. It means that it doesn’t change the provided trading signals. Binary Reaper - Non Repaint Binary Options Indicator; Tags: buy sell arrows indicators, no repaint indicators. Published 11 September Categorised as Forex MT4 Indicators. Post Web17/07/ · Introduction to the Binary Code Scalping Indicator Non Repaint The Binary Code is, as the name suggests, a custom no repaint forex trading indicator for scalping purposes. When it comes to the trading rules with that gauge, you should simply follow the buy/sell arrows – buy when there is an upside arrow and sell when Continue reading Web17/03/ · Features of Reversal Diamond indicator: ☀ The indicator available on both metatrader 4 and metatrader 5. ☀ The indicator does not repaint. ☀ The indicator does not recalculate. ☀ The indicator works on any time frame but recommended is H4 and in any other time frames the trend must be in a volatile side way trend only for more accuracy Web19/11/ · Hi Forex Wiki Friends, Forex Binary Code Indicator MT4 Description: Forex Binary Code Indicator - this is a mathematical model of forex and stock market behavior. The indicator is represented as B.i.n.a.r.y. C.o.d.e. The B.i.n.a.r.y. C.o.d.e. - a way of representing data in a discharge in a combination of two characters, usually denoted by WebDouble Zigzag – No Repaint Indicator for MT4. April 14, Forex Trading Strategies Explained. Forex Trend Line Strategy Explained With Examples. September 17, Binary Options Trading Strategies ; Forex Trading Systems ; Forex Swing Trading Strategies 70; Forex Breakout Strategies 69; Member Login. Username or E-mail. ... read more
Checking the chart trend on only one chart can lead to a limited understanding of the overall trend. However, once you check the Supertrend of the same pair on an H4 chart, it could be in a significant downtrend. Watching Supertrend indicators for several timeframes can provide a strategic overview. It can give you a good idea of the overall market trend. Supertrend Multi-Timeframe MTF indicator can help you make better decisions as trending conditions for each timeframe are visualized in an easy-to-read table.
The Supertrend Multi-Timeframe indicator is straightforward to use and read and has only a few parameters to set. Below are listed some of its features. In the Supertrend Multi-Timeframe indicator, you can select which timeframes to consider — you can enable and disable them to see the ones of interest.
You can set the multiplier for the Supertrend line to make it more or less sensitive to price volatility. You can download the free MT4 Supertrend Multi-Timeframe indicator with the link below and install it by following the instructions.
Once you run the indicator, you can set Supertrend parameters, select timeframes, and configure alerts via its input parameters. To install the MT4 Supertrend Multi-Timeframe forex indicator, please follow the instructions below:. Please visit this page for more detailed instructions on performing the installation and a tutorial video.
If you like trend-following strategies, then the Supertrend Multi-Timeframe indicator for MT4 can be handy. Try using it and decide if integrating it into your strategy is worthwhile. You can open a real forex trading account with any MT4 Forex brokers to freely use the indicator for forex MetaTrader 4 presented here. Do you have any more suggestions or questions regarding this indicator? You can always discuss Supertrend Multi-Timeframe with the other FX traders and MQL programmers on the indicators forums.
Multitime frame tools are really the most peaceful solutions The best is what you can really control during the day and follow, and that is H4. On GBPUSD, from The trend meter is otherwise suitably optimized for H4 and gives a lot of pips. This strategy wins mostly because of excellent money management This is for every recommendation.
Take it and try to trade with it. In Frankfurt we have a big Skype group where about active traders work with that strategy with a high percentage of success… take a little interest before you get toxically crazy. Allow Unsafe pNext Values. Allows the inspection of Vulkan structures with potentially dangerous pNext values. By default structures with no known extensions are skipped. Use Safe Object Lookup.
Safe lookup are slower but may improve stability when using an unsupported extension. Auto - Fallback to safe mode when an unsupported extension is seen. By default we limit the object set to only objects used in the capture but in some cases a user might want to see all objects used in the application. This might also help WAR a bug where the tool incorrectly prunes an object it shouldn't have.
Only Active - Only include objects actively used in capture. All Resources - All active capture objects plus all buffers, images, pipelines, and shaders.
Reserve Heap Space. Amount of physical device heap space MB to automatically reserve for the frame debugger. Unweave Threads. For multi-threaded applications, attempts to remove excessive context switching by grouping thread events together. To capture an application that uses wrapper libraries atop Vulkan, for example DXVK, set this setting to 'Yes' to ignore the wrapper library and capture the underlying Vulkan calls. When set to 'Auto', Nsight will attempt to auto-detect whether wrapper libraries should be ignored.
Acceleration Structure Geometry Tracking. This option controls how geometry data is tracked for acceleration structures. There are tradeoffs between performance, accuracy, and robustness of any given approach. The default setting of 'Auto' is most often implemented in terms of 'Deep Geometry Copy', which tries to match the most common application behavior whereby a deep copy is needed. For example, after building an acceleration structure, it is legal for an application to update or destroy the geometry buffers that were used in construction.
If you know that your application does not update or destroy buffers after construction, consider a 'Shallow Geometry Reference' option. Track Acceleration Structure Refits. Controls whether acceleration structure refits should be tracked in addition to builds. Report Shallow Report Warnings. Controls whether warnings are issued for possible shallow reference validity issues.
If an expert user knows that the original acceleration structure input data remains undisturbed they may silence warnings with this setting. Collect Geometry In GPU Memory. By default acceleration structure deep copy data is collected in system memory, for stability reasons. Performance may be somewhat better doing the collection into GPU memory, but this puts pressure on the application's video memory budget. Enable Driver Instrumentation.
Controls the enablement of capabilities that require driver support. This effectively disables:. Disabling this option is the first and best option to try if you run into capture errors as it disambiguates problems quickly given the number of subsystems it turns off. Collect Shader Reflection. Controls the collection of all information reflected from shader objects.
This includes source code, disassembly, input attributes, resource associations, etc Note, dynamic shader editing is not available when this option is disabled. This option is useful if you suspect an error or incompatibility with a shader reflection tool such as D3DCompiler.
dll or SPIRV-Cross. Collect SASS. Collect Line Tables. Enable creation of shader-to-PC line tables used by the shader profiler for source correlation. Collect Hardware Performance Metrics. Enables the collection of performance metrics from the hardware. Ignore Incompatibilities. Nsight Graphics uses an incompatibility system to detect and report problems that are likely to interfere with the analysis of your application. By default, these incompatibilities are reported and the user is given the option of capturing despite them with an associated warning of the possibility of issues.
Some applications may have innocuous incompatibilities, however, and having to view this warning every time might be undesired. When this option is enabled, the frame will attempt to capture despite any incompatibilities.
Use this option only when you are certain that the incompatibility will not impact your analysis. Block on First Incompatibility. In some cases, these incompatibilities may be the first sign of an impending failure. Accordingly, being able to block on such a reported failure may aid in triaging and understanding a crash when running under Nsight Graphics.
This option defaults to 'Auto' such that it only reports critical incompatibilities, allowing lesser incompatibilities so as not to interfere with expected operation.
It may be useful to toggle to 'Enable' if you encounter an application crash under Nsight Graphics to force an opportunity to investigate the crash. Enable Crash Reporting. Enables the collection and reporting of crash data to help identify issues with the frame debugger.
While a user is always prompted before a crash report is sent, this option is available to suppress these facilities entirely. This option allows that collection to be disabled entirely. Force Single-Threaded Capture. Controls whether capture proceeds with concurrent threads or with serialized threads.
Use this option if you suspect your application's multi-threading may be interfering with the capture process. Replay Thread Pause Strategy. Controls the strategy used in live analysis for pausing threads. Auto - Use the default strategy, which may disable the Aggressive strategy for some applications. The Frame Debugger and Frame Profiler activities are capture-based activities.
There are two classes of views in these activities — pre-capture views and post-capture views. Pre-capture views generally report real-time information on the application as it is running. Post-capture views show information related to the captured frame and are only available after an application has been captured for live analysis. For an example of how to capture, follow the example walkthrough in How to Launch and Connect to Your Application.
The All Resources View allows you to see all of the available resources in the scene. This view shows a grid of all of the resources used by the application. For graphical resources, these resources will be displayed graphically. For others, an icon is used to denote its type. When a resource is selected, a row of revisions will be shown for that resource.
Clicking on any revision will change the frame debugger event to the closest event that generated or had the potential of consuming that revision. Clicking the link below a resource, or double-clicking on the resource thumbnail, will open a Resource Viewer or Acceleration Structure View on that resource. There are a number of additional capabilities in this view.
At the top of the All Resources view, you'll find a toolbar:. Clone — makes a copy of the current view, so that you can open another instance. Lock — freezes the current view so that changing the current event does not update this view.
This is helpful when trying to compare the state or a resource at two different actions. Red , Green , and Blue — toggles on and off specific colors. Alpha — enables alpha visualization. In the neighboring drop-down, you can select one of the following two options:.
Flip Image — inverts the image of the resource displayed. Below the toolbar is a set of buttons for high-level filtering of the resources based on type. Next to that, there is a drop-down menu that allows you to select how you wish to view the resources: thumbnails, small thumbnails, tiles, or details. If you select the Details view, you can sort the resources by the available column headings type, name, size, etc.
For high-level filtering, there are color coded buttons to filter based on resource type. All resource types are visible by default, and you can filter the resource list by de-selecting the button for the type you don't want to see. For example, if you'd like to see only textures, you can click the other buttons to de-select them and remove them from the list of resources. You can choose from the drop-down of predefined filters to view only large resources, depth resources, unused resources, or resources that change in the frame.
The Application HUD is a heads-up display which overlays directly on your application. You can use the HUD to capture a frame and subsequently scrub through its constituent draw calls on either the HUD or an attached host.
All actions that occur either in the HUD or on the host — such as capturing a frame or scrubbing to a specific draw call — are automatically synchronized between the HUD and the host, and thus you can switch between using the HUD and host UI seamlessly as needed.
Running: Interact with your game or application normally, while the HUD shows an FPS counter. When you first start your application with Nsight Graphics , the HUD is in Running mode. This mode is most useful for viewing coarse GPU frame time in real-time while you run your application.
Frame Debugger: Once you have captured a frame, you can debug the frame directly in the Nsight Graphics HUD as well as from the host. The HUD allows you to scrub through the constituent draw calls of a frame, to view render targets with panning and zooming, and to examine specific values in those render targets.
In this mode, your application can interact with the game or application normally, and the HUD shows frame-time overlaid on the scene. There are two different methods to pause the application, which causes it to enter Frame Debugger mode. Press Target application capture hotkey , as mentioned above; or.
Go to the main toolbar in the Nsight Graphics UI and select Pause and Capture Frame. Once you have captured a frame, you can debug the frame directly in the HUD. While you can also debug the frame on the host, the HUD allows you to scrub through the constituent draw calls of a frame, to view render targets with panning and zooming, and to examine specific values in those render targets.
The HUD scrubber can be clicked to navigate between events. Additionally, the view has several controls to aid in your resource investigation. Navigate to a particular draw call in your frame. When the desired draw call is active, release the left mouse button. The geometry for the currently active draw call will be highlighted, as long as it is on screen.
Pans and zooms the currently displayed render target. Use the mouse wheel to zoom in to a particular portion of the render target. Cycles between the currently available render targets, depth targets, and stencil targets. Click the Select Render Target button on the HUD toolbar. A drop-down menu will appear, showing all valid choices for the current draw call.
Select the desired render target. Note that if a selected render target is not still active for a different draw call, the display will automatically switch to an active render target. The API inspector is a common view to all supported APIs that offers an exhaustive look at all of the state that is relevant to a particular event to which the capture analysis is scrubbed. While the view is common, the state within it is particular to each API.
See the section below that relates to your API of interest. With API Inspector pages, there is a search bar that offers a quick way of finding the information you need on a particular page. The bar will indicate the number of matches in each page, and forward and back navigation buttons are provided for navigating between each match. Within an API Inspector page, there are many sections that can be expanded or collapsed to help narrow the information that is displayed to only the information you wish to see at that point in time.
While each section can be individually collapsed, the UI has buttons that allow for expanding or collapsing all elements in one click.
Each page has the ability to be exported to structured data in a json format. This json data will include key value pairs of the data elements, as well as indirections that indicate the relationships between different kinds of data. This data is useful in cases where you may want to export data for persistence, or perhaps to run a diff between the data of different events.
The API Inspector view has an API-specific pipeline navigator that allows you to select a particular group of state within the GPU pipeline. From here, you can inspect the API state for each stage, including what textures and render targets are bound, or which shaders are in use in the related constants.
IA —The Input Assembler shows the layout of your vertex buffers and index buffers. VS — Shows all of the shader resource views and constant buffers bound to the Vertex Shader stage, as well as links to the HLSL source code and other shader information.
HS — This shows all of the shader resource views and constant buffers bound to the Hull Shader stage, as well as links to the HLSL source code and other shader information.
DS — This shows all of the shader resource views and constant buffer bound to the Domain Shader stage, as well as links to the HLSL source code and other shader information. GS — Shows all of the shader resource views and constant buffers bound to the Geometry Shader stage, as well as links to the HLSL source code and other shader information. RS — Shows the Rasterizer State parameters, including culling mode, scissor and viewport rectangles, etc.
PS — Shows all of the shader resource views, constant buffers, and render target views bound to the Pixel Shader stage, as well as links to the HLSL source code and other shader information. OM — Shows the Output Merger parameters, including blending setup, depth, stencil, render target views, etc.
CS — This shows all of the shader resource and unordered access views and constant buffers bound to the Compute Shader stage, as well as links to the HLSL source code and other shader information. The Input Assembler page shows the details of your vertex buffers and index buffers, the input layout of the vertices.
In the constant buffer list, you can expand the buffer to see which HLSL variables are mapped to each entry, as well as the current values. To enable resolution of HLSL variables, you must enable debug info when compiling the shader. See Shader Compilation for a discussion of the parameters required to prepare your shaders for optimal usage within Nsight Graphics.
The Rasterizer State page displays parameters including culling mode, scissor and viewport rectangles, etc. The Output Merger page shows parameters including blending setup, depth, stencil, currently bound render target views, etc. IA — The Input Assembler shows the layout of your vertex buffers and index buffers.
The Input Assembler page shows the layout of your vertex buffers and index buffers, as well as the vertex declaration information. The Rasterizer page displays render state settings, texture wrapping modes, and viewport information. The Output Merger page displays parameters such as blending setup, depth, and stencil states.
The Device page displays details about the architecture that was used. The Present page displays information about back buffers that were used. When using the Frame Debugger feature of Nsight Graphics , you may wish to do a deep dive into the specific draw calls in order to analyze your application further. There are three different categories of API Inspector navigation. The first category is laid out like a "virtual GPU pipeline.
Vtx Spec Vertex Specification — State information associated with your vertex attributes, vertex array object state, element array buffer, and draw indirect buffer. VS Vertex Shader — Vertex shader state, including attributes, samplers, uniforms, etc.
TCS Tessellation Control Shader — Tessellation control shader state, including attributes, samplers, uniforms, control state, etc. TES Tessellation Evaluation Shader — Tessellation evaluation shader state, including attributes, samplers, uniforms, evaluation state, etc.
GS Geometry Shader — Geometry shader state, including attributes, samplers, uniforms, geometry state, etc. XFB Transform Feedback — Transform feedback state, including object state and bound buffers. Raster Rasterizer — Rasterizer state, including point, line, and polygon state, culling state, multisampling state, etc. FS Fragment Shader — Fragment shader state, including attributes, samplers, uniforms, etc. Pix Ops Pixel Operations — State information for pixel operations, including blend settings, depth and stencil state, etc.
FB Framebuffer — State of the currently drawn framebuffer, including the default framebuffer, read buffer, draw buffer, etc.
The object and pixel state inspectors section of the API Inspector consists of the following:. Textures — Details about all of the currently bound textures and samplers, including texture and sampler parameters. Images — Details about all of the images currently bound to the image units. Buffers — Details about all of the bound buffer objects, including size, usage, etc.
Pixels — Current settings for pixel pack and unpack state. Pipeline — Shows information about the currently bound pipeline object. Render Pass — Shows information about the current render pass object. FBO — Shows information related to the Frame Buffer Object that is associated with the current render pass. Viewport — Shows the current viewport and scissor information.
VS — Shows all of the shader resource views and constant buffers bound to the Vertex Shader stage. TCS — Shows all of the shader resources associated with the Tessellation Control Shader stage. TES — Shows all of the shader resources associated with the Tessellation Evaluation Shader stage. GS — Shows all of the shader resource views and constant buffers bound to the Geometry Shader stage. Raster — Shows the Rasterizer State parameters, including culling mode, scissor and viewport rectangles, etc.
FS — Shows all of the shader resources associated with the Fragment Shader stage. Compute — This shows all of the shader resource and unordered access views and constant buffers bound to the Compute Shader stage. Misc - Shows miscellaneous information associated with the instance, physical devices, and logical devices. The Pipeline page shows information about the currently bound pipeline object including: create info, pipeline layout, and push constant ranges.
The Render Pass page shows information about the current render pass including: clear values, attachments operations, and sub-pass dependencies. The Input Assembler page shows the layout of your vertex buffers and index buffers, as well as the vertex bindings and attribute information.
The various shader pages display all of the shader modules, including: creation information, human readable SPIR-V source, current push constants, current bound descriptor sets, associated buffers, associated images and samples, and associated texel buffer views for this stage.
The Raster page shows all rasterization information associated with pipeline object include: polygons modes, cull modes, depth bias, and line widths. The Miscellaneous Information page shows information related to the instance, physical device s , logical device s , and queue s. The API Statistics View is a high-level view of important API calls, and includes information to help you see where GPU and CPU time is spent. The Batch Histogram view provides an intuitive way for the user to inspect the primitive's distribution across the draws.
The draws can be configurably divided into buckets and allow for disabling or enabling. This can be useful for the user who want to know which draw is heavy and how it affects the render target.
Batch Histogram will display a histogram chart that contains divided buckets and can be configured by a few options. Bucketing Mode — Determines how to divide the draws into buckets. Click Buckets then the corresponding events show in the table view. You can disable or enable the events by clicking Disable All or Enable All , also can be achieved by the check-box or right-click on the table items. Besides, the linkers on the table is directed to corresponding event in Events List.
The Current Target view is used to show the currently bound output targets. This can be useful because it focuses in on the bound output resources, rather than having to search for them in the All Resources view. Current Target will display thumbnails along the left pane for all currently bound color, depth, and stencil targets.
This view will change as you scrub from event to event. All of the thumbnails on the left can be selected to show a larger image on the right. You can also click the link below each to open the target in the Resource Viewer.
The Events view shows all API calls in a captured frame. It also displays both CPU and GPU activity, as a measurement of how much each call "costs. Nsight also supports application-generated object and thread names in these columns; see Naming Objects and Threads for guidance on the supported methods for setting these names. Clicking a hyperlink in the Events column will bring you to the API Inspector page for that draw call.
You can select whether to view the events in a hierarchical or flat view. You can also sort the events by clicking on any of the available column headers.
The visibility of columns can be toggled by right-clicking on the table's header. By default some columns will be hidden if they offer no unique data e. single thread for the captured frame. The events view can be filtered with both a quick filtering expression as well as a detailed configuration dialog. The filter input box offers a quick, regex-based match against events to find events of interest.
Once entered, the view is automatically updated to match against the specified filter. The Configure button brings up a dialog for more advanced, as well as persistent, filtering of the events in the view. Changes within this dialog will take immediate effect. There are three major classes of filters:. Filters set by the filter configuration dialog will persist from session to session.
Additionally, if multiple filter configurations are desired, you may save different named versions and recall them quickly by name. Filters entered into the main filter-input box are not persisted, as these filters are meant for quick filtering of the event data. For entries that support regex syntax, the syntax is implemented with a perl-compatible regular expression language.
While filtering, it is often desired to keep the context of certain items while you find others. To prevent an event from being filtered, Right Click the event and select Toggle Bookmark. If you wish to see the filtered results on the scrubber, you can select the tag button to the right of the filter toolbar, and a new row will appear in the Scrubber that displays your filtered events, allowing you to navigate those events in isolation.
On the Events page, you can use the hierarchical view to see a tree view of performance markers. The items listed in the drop-downs correspond with the nested child perf markers on the Scrubber. If you use the flat view on the Events page, the perf marker won't be nested, but you can hover your mouse over the color-coded field in the far left column, which allows you to view the details about that perf marker.
When an application uses multiple kinds of perf markers, the Marker API allows selecting the API to use for the display. This situation may arise if the application uses a middleware, for example, or mixes components with different marker strategies. To assist in navigation for an application using perf markers, the Events page shows a breadcrumb trail of the current perf marker stack. Each of these sections, including the current event, are clickable and will navigate back to that location in the Event page.
Go to the next perfmarker on the same level of the perfmarker stack. Go to the previous perfmarker on the same level of the perfmarker stack. The Event Details view shows all parameters for the current event in a hierarchical tree structure that allows for searching. Because this window shows parameters for the current event, it will change as you navigate the scene.
If you wish to keep the parameters for comparison against another call, the view supports Clone and Lock capabilities. For events that reference API objects, the event details view provides a link to examine more information to that object in the Object Browser.
The Geometry view takes the state of the Direct3D, OpenGL, or Vulkan machine, along with the parameters for the current draw call, and shows pre-transformed geometry. There are two views into this data: a graphical view and a memory view. Left Click — Select the primitive or reset the selection if clicking at nothing.
When selecting in the graphical viewer, the correlated rows in the memory table are also selected at the same time. Position — Specifies the vertex attribute to use for positional geometry data. Color — Specifies how to color the geometry. If Diffuse Color is selected, the selected diffuse color swatch will be used for coloring. If a vertex attribute is selected, the selected attribute will be used for per-vertex coloring.
Normal — Specifies the per-vertex normal. This selection applies when using a shade mode that specifies Normal Attribute or when rendering normal vectors. Clicking Configure in the bottom right corner of the Geometry View will open up the rendering options menu. Reset Camera — Resets the camera to its default orientation. By default, the viewer bounds all geometry with a bounding sphere for optimal orientation.
Zoom To Selected — Zoom the camera to the selected primitive. Render Mode — Determines how to render and raster geometry. Shade Mode — Specifies the lighting mode of the rendered image. Selected Color Attribute : Shades with the specified color attribute. Flat Shading Using Generated Normals : Renders the geometry using flat shading with calculated normals. Flat Sharing Using Normal Attribute : Renders the geometry using flat shading with the specified Normal Attribute.
Smooth Shading Using Normal Attribute : Renders the geometry using smooth shading with the specified Normal Attribute. Render Normal Vectors — Renders the specified normal attribute as a vector pointing from each vertex. The vector may be colored by the Normal Color selection and may be scaled by the Normal Scale selection. The Memory tab of the Geometry View shows the contents of the vertex buffer, as interpreted by the current vertex or input attribute specification.
This view is useful for seeing the raw data of your draw call. An additional capability of this view is that it highlights invalid or corrupt vertices to streamline finding problematic data. Another useful feature is that the selection linkage to the graphical viewer, where selecting a memory row also selects the associated primitive.
Index Buffer Order shows the vertices as indexed by the current index buffer and current draw call. Vertex Buffer Order shows the vertices as linearly laid out from the start of the vertex buffer and draw call specification. The Object Browser view provides a list of all objects tracked for your frame, listed by name and by type. Beneath each object is a list of the properties and other metadata that Nsight tracks.
This view is useful for finding objects that utilize a particular kind of property, for example a memory buffer with a particular flag. This view is also a destination for links provided by the Event Details and Event Viewer views.
This view supports Clone capabilities. Note, however, that this view captures fixed properties and metadata for each object at the end of frame. For APIs with mutable object properties, such as OpenGL, those properties will not be updated in coordination with scrubbing. As such, Lock capabilities are not applicable to this view. This view provides two panes side-by-side. The left-hand Objects pane provides the object list as well as their properties; the right-hand pane is context-sensitive and provides additional information about the object that is selected on the left-hand side.
The objects pane left-hand side provides several capabilities for filtering objects:. When the selected object has a specific viewer for viewing additional information about that type, a link to that specific viewer will be provided.
For example, texture resources will provide a link to opening the selected texture in the Resource Viewer. This section lists a table for the events in which an object is used. Each event will be tagged to indicate the Usage of that object READ or WRITE. Many API objects reference other objects.
This section will list those objects, their type and relationship, as well as a link to more information on that related object. The Range Profiler is a powerful tool that can help you determine how various portions of your frame utilize the GPU, and give you direction to optimize the rendering of your application.
Once you have captured a frame, the Range Profiler displays your frame broken down into a collection of ranges, or groups of contiguous actions.
For each range, you can see the GPU execution time, as well as detailed GPU hardware statistics across all of the units in the GPU. The Range Profiler also includes unmatched data mining capabilities that allow you to group calls in the frame into ranges based on various criteria that you choose. The Range Profiler initially appears with the Range Selector at the top, followed by 5 default sections below that: Range Info, Pipeline Overview, SM Section, Memory, and User Metrics.
Under certain conditions, the Range Profiler pane may be disabled and display one of the following messages. You are running Nsight Graphics with a Kepler or lower GPU. This message is likely to occur when you are running Nsight Graphics on a non-MSHybrid laptop. The Range Selector provides an overview of the various rendering activities or passes in the scene.
You can see how long each portion of the frame takes, and compare the length or cost of the ranges on the timeline.
When it first opens, the Range Selector will show ranges based on the performance markers you have instrumented your application with. While performance markers are the best way to specify ranges and are utilized throughout the entire Nsight Graphics, UI, there are other facilities for creating ranges on the fly.
The Range Selector Clicking the Add button will open a dialog that allows you to select what type of range you want to add. Program ranges — Actions that use the same shader program. Viewport ranges — Actions that render to the same viewport rectangle. User ranges — A range defined by you on the fly. When you click on a range on the Scrubber portion, the other sections of the Range Profiler View will automatically update with that selected range's information.
You can also click on a single action in the Scrubber to profile only that action. The Range Profiler comes with 5 default sections: Range Info , Pipeline Overview , SM Section , Memory , and User Metrics Section. The section headers have a small triangle to the left of the name that allows you to collapse or open each one.
The sections have a different look when collapsed vs open, mainly giving high level information when collapsed, and fuller data when opened. Some of these sections also have combo boxes on the right side of the section header that allows you to choose the different visualizations available for displaying the data.
Finally, there are tooltips enabled on the metrics, which can give further details on what is being measured. The Range Info section gives you basic information about the selected range, split up with the draw calls on the left-hand side, and the compute dispatches on the right-hand side.
For the draw calls, there is the number of calls in the range as well as the number of primitives and pixels rendered, both total and average per draw call. On the compute side, there is similarly the number of calls, as well as thread and instruction counts, both total and average. When you open up the section, there is a table that has many of the metrics on the collapsed view, and adds some additional metrics for primitive counts, z-culling, etc.
The Pipeline Overview section gives an overview of how the selected ranges utilized the GPU. It does this by calculating a througput or Speed of Light or SOL for each unit in the pipeline. Speed of Light SOL : This metric gives an idea of how close the workload came to the maximum throughput of one of the sub-units of the GPU unit in question.
The idea is that, for the given amount of time the workload was in the GPU, there is a maximum amount of work that could be done in that unit. These values can include attributes fetched, fragments rasterized, pixels blended, etc. When you open the Pipeline Overview section, you are presented with a visual representation of the GPU pipeline, and color bars indicating the SOL or throughput for each unit represented. You can use the combo box on the right side of the header to display a table of metrics for every action in the currently selected range.
When collapsed, the SM Section has 2 main columns of data. On the left is a list of metrics about how utilized the SM shader units are in the GPU. SM Active tells you how many cycles the SM active and working during the measurement timeframe. If this value is low, this indicates that the workload is running only on a few SMs, either because of screen locality for pixel work or possibly that a compute dispatch was so small that it only occupied a small portion of the shader unit.
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Do not change these fields following. November 19, Posted by: Forex Wiki Team Categories: Binary Options, Free Forex Indicators 6 Comments. Forex Binary Code Indicator — this is a mathematical model of forex and stock market behavior. The indicator is represented as B. The B. Traders, using this indicator, have a great chance to open a trade at the beginning of a new trend. The indicator does not repaint. It works with default settings on most timeframes and pairs or even stocks.
Breakout Forex Free Download We highly recommend trying the Binary Code Indicator Mq4 with ICMarket demo account. This Content Is Only To Registered Users Please Login To Unlock The Content! Lost your password? Please rate this Article. Forex Binary Code Indicator MT4 — Free Non Repaint Scalping Hi Forex Wiki Friends, Forex Binary Code Indicator MT4 Description : Contents 1 Forex Binary Code Indicator MT4 Description : 2 Best Brokers List 3 Binary Code Indicator Settings 4 Forex Binary Code Indicator In Action: 5 Breakout Forex Free Download 5.
Facebook Twitter Pinterest LinkedIn Digg Tumblr Email Reddit Buffer Flipboard Telegram. Forex Binary Code Indicator MT4 - Free Non Repaint Scalping. The indicator is representing data in a discharge in a combination Editor's Rating: 4. binary code indicator binary code indicator mq4 Forex Binary Code Indicator Non Repaint Forex Scalping. Author: Forex Wiki Team. We are a team of highly experienced Forex Traders  whose only purpose in life is to live according to our own design and desire.
For that, self-education and experience in Forex market was the only choice for all of us in order to achieve a self-sustainable. Remember Me. Don't have an account? Sign Up. Go to mobile version. Send this to a friend. Send Cancel.
Web01/11/ · Nsight Graphics™ is a standalone application for the debugging, profiling, and analysis of graphics applications. Nsight Graphics supports applications built with DirectCompute, Direct3D (11, 12), OpenGL, Vulkan, Oculus SDK, and OpenVR.. This documentation is separated up into different sections to help you understand how to get Web16/12/ · This indicator obeys the popular maxim that: "THE TREND IS YOUR FRIEND" It paints a GREEN line for BUY and also paints a RED line for SELL. (you can change the colors). It gives alarms and alerts of all kinds. IT DOES NOT REPAINT and can be used for all currency pairs and timeframes. Yes, as easy and simple as that Web17/07/ · Introduction to the Binary Code Scalping Indicator Non Repaint The Binary Code is, as the name suggests, a custom no repaint forex trading indicator for scalping purposes. When it comes to the trading rules with that gauge, you should simply follow the buy/sell arrows – buy when there is an upside arrow and sell when Continue reading Web17/03/ · Features of Reversal Diamond indicator: ☀ The indicator available on both metatrader 4 and metatrader 5. ☀ The indicator does not repaint. ☀ The indicator does not recalculate. ☀ The indicator works on any time frame but recommended is H4 and in any other time frames the trend must be in a volatile side way trend only for more accuracy Web28/07/ · MT4 Non Repaint Arrow Indicator Review We are aware that you are weary of seeking for ostensibly reliable signs. You squander time setting up accounts on numerous websites, receiving dozens of dull letters from forums asking you to subscribe, building all kinds of expectations, and ultimately coming up with signs in this way. How would you WebAll binary options indicators on this site can be downloaded for free. Most of them are not repaint. One Minute Profit Signal - Indicator for binary options turbo trading. Nexus - no repaint neural network binary indicator. 1 2 3 ... read more
The M Extensions are variations of the Golden Ratio Fibonacci Sequence. Don't have an account? Alpha — enables alpha visualization. Allows the inspection of Vulkan structures with potentially dangerous pNext values. Choose the behavior when encountering a sync point during D3D12 replay.Disabled - Do not save any revision zero data. While indicator no repaint binary options section can be individually collapsed, the UI has buttons that allow for expanding or collapsing all elements in one click. After the launch completes, you are ready to begin your analysis. Pixel history enables the automatic detection of the draw, clear, indicator no repaint binary options, and data-update events that contributed to the change in a pixel's value. Modifying Aftermath settings requires Windows Administrator privileges. The Range Selector provides an overview of the various rendering activities or passes in the scene. When a resource is selected, a row of revisions will be shown for that resource.