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Mastering GFXReconstruct: Part 4

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LunarG Team

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Description

Mastering GFXReconstruct: Part 4 is a January 2026 LunarG blog post in the GFXReconstruct series. It explains what a .gfxr capture file stores and how replay consumes it.

The article treats the capture as a frame-accurate API tape: call order, parameters, and needed GPU memory for Vulkan, Direct3D, and OpenXR. It covers header-plus-block layout, forward compatibility, intentional omissions such as CPU logic and window events, replay determinism, and tools including gfxrecon-info, convert, replay, and optimize.

It suits intermediate developers who already capture frames and need a solid model of the file format. Earlier series parts and basic Vulkan experience help.

The post is free HTML on LunarG's site with an optional PDF. GFXReconstruct builds come from LunarG releases or the Vulkan SDK.

It clarifies what is inside a capture when debugging cross-driver or cross-vendor replay mismatches.