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RENDERDOC

Latest Release: v1.31 - 29 Jan, 2024

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 * Nightly builds
 * Source code @ Github

Source Code • Documentation • Other builds • Contact

RenderDoc is a free MIT licensed stand-alone graphics debugger that allows quick
and easy single-frame capture and detailed introspection of any application
using Vulkan, D3D11, OpenGL & OpenGL ES or D3D12 across Windows, Linux, Android,
or Nintendo Switch™.


OPEN DEVELOPMENT

I work on RenderDoc myself and you can always contact me with any problems or
comments. I'll respond to you directly and personally, and I'm used to helping
people with private or NDA'd projects.


OPEN SOURCE

RenderDoc is 100% open source and development all happens on github. Check out
the source and see how any feature is implemented, report a bug you've found, or
request a new feature or improvement.


USABILITY FOCUS

Usability matters. Tools should have a low barrier to entry and be easy to use
and understand. RenderDoc makes the process of getting started as smooth as
possible, and simplifies common workflows.


PLATFORM SUPPORT

RenderDoc supports Windows, Linux, and Android for capture and replay out of the
box. Nintendo Switch™ support is distributed separately for authorized
developers as part of the NintendoSDK. Captures are portable between different
platforms and hardware.


CUSTOMISABLE

On top of being able to modify the source to change or customise behaviour,
RenderDoc embeds the python runtime for progammatic access to frame captures.


WIDELY USED

RenderDoc is the debugger of choice for many people within the game industry,
academia, and hobbyists. Engine-level integration ships in Unity, and in Unreal.

> RenderDoc has been an instrumental tool in getting a quick overview of a frame
> and understanding what is going on.
> 
> - MATTHÄUS G. CHAJDAS (AMD)

> RenderDoc has been one of the most dependable PC graphical debugging tools for
> us over the years. Best thing, it's open source, you can roll-out your own
> features and contribute fixes.
> 
> - TIAGO RODRIGUES (UBISOFT MONTREAL)

> With RenderDoc I have a very useful workflow: I can open the Unity Editor in
> DX11 mode and capture a frame in RenderDoc, then switch the editor to Vulkan
> mode and capture a frame again. I can then compare the two captures
> side-by-side in RenderDoc without any problems.
> 
> - MIKKO STRANDBORG (UNITY)


SCREENSHOTS






NEWS

RenderDoc v1.0 has arrived
  2018-03-06 15:03:00 • @baldurk

RenderDoc v1.0 is here! Android support for GLES & Vulkan, Qt UI on windows, and
many other improvements.

This version brings some exciting new features:

 * Qt UI shipping on Windows with many improvements.
 * Android Support for both GLES and Vulkan.
 * Internal serialisation refactor allowing flexible import/export of RenderDoc
   captures.
 * Centralised resource inspector with details of all resources in a capture.
 * Much more!

The fully nitty-gritty and all details are available over on the GitHub release
notes, so go check it out and download the build.

As always if you have any questions, comments, or any other kind of feedback you
can always reach me by email or on twitter or in the IRC channel. Don't hesitate
to send me a message as I'm always happy to hear from RenderDoc's users.

- @baldurk


ARTICLES

RenderDoc's Early History
  2017-06-27 21:10 • @baldurk

Today is the 5 yr anniversary of the first commit to RenderDoc's original git
repository. I've written some nostalgic words about the early days before its
first public release.

Full article

Brief guide to Vulkan layers
  2016-11-18 12:17 • @baldurk

Vulkan has a lot of really nice concepts, but one that hasn't had as much
attention until now is the layer system that's built into the API ecosystem.

Full article

Vulkan in 30 minutes
  2016-02-16 16:01 • @baldurk

I've written this post with a specific target audience in mind, namely those who
have a good grounding in existing APIs (e.g. D3D11 and GL) and understand the
concepts of multithreading, staging resources, synchronisation and so on but
want to know specifically how they are implemented in Vulkan. So we end up with
a whirlwind tour of what the main Vulkan concepts look like.

Full article

Graphics in Plain Language - Parts 1 to 4
  2016-06-15 12:00 • @baldurk

A series of posts aimed at a technically minded average person, who wants to
know more about how modern graphics work. This won't teach you how to make
anything and it doesn't assume much prior knowledge, but hopefully it will
explain the concepts at least.

Full article

Copyright © 2018 Baldur Karlsson Email Github @RenderDoc @baldurk