# Measuring sync time with SDK tools

**URL:** <https://forums.imgtec.com/t/measuring-sync-time-with-sdk-tools/2932>\
**Category:** Uncategorized\
**Created:** [May 20, 2019, 8:30pm UTC](https://forums.imgtec.com/t/measuring-sync-time-with-sdk-tools/2932 "2019-05-20T20:30:12Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![desperado](https://avatars.discourse-cdn.com/v4/letter/d/3ab097/32.png) [@desperado](https://forums.imgtec.com/u/desperado)\
**Post date:** [May 20, 2019, 8:30pm UTC](https://forums.imgtec.com/t/measuring-sync-time-with-sdk-tools/2932/1 "2019-05-20T20:30:12Z")

</div>

Greetings,

is it possible to measure how long OpenGL functions working with buffers (glDraw\*, glBufferSubData etc. ) spend waiting for some other function to finish work with said buffer and how much time we waste through this? Can an SDK tool measure this?

Regards

---

<div class="post-metadata">

**Author:** ![MartonTamas](https://sea1.discourse-cdn.com/flex015/user_avatar/forums.imgtec.com/martontamas/32/297_2.png) [@MartonTamas](https://forums.imgtec.com/u/MartonTamas)\
**Post date:** [May 21, 2019, 2:33pm UTC](https://forums.imgtec.com/t/measuring-sync-time-with-sdk-tools/2932/2 "2019-05-21T14:33:25Z")

</div>

Hi,

I don’t think there’s a way to measure that, but you can use PVRTune’s OpenGL ES clientstream capabilities to get an idea about where the driver has to do extra work or do ghost copies etc.

bests,  
Marton
