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Mastering GFXReconstruct: Part 2

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Description

This LunarG blog post is the second installment in the Mastering GFXReconstruct series. It is a practical setup guide for the open-source capture and replay tool used to debug graphics API workloads, published as a free HTML article with an optional series PDF.

It covers installing GFXReconstruct for Vulkan on Windows and Linux and for DirectX 12 on Windows, including Vulkan SDK versus GitHub binaries, building from source, enabling the capture layer, first capture and replay with gfxrecon-replay and gfxrecon-info, and common troubleshooting for layers and large captures.

It is aimed at intermediate graphics developers who already know Vulkan or DirectX 12 basics and want a reliable capture workflow. Comfort with SDKs, environment variables, and command-line tools is assumed.

The page is a free LunarG blog article dated October 28, 2025. Setup is walked through for both APIs, with Android and macOS deferred to later posts.

It is useful as an onboarding reference before deeper GFXReconstruct usage, so you can capture and replay frames without guessing install and layer configuration.