Use the Wireframe override mode for visual debugging or to visualize a high concentration of geometry primitives in the scene.

This override can help you identify how many redundant geometry items are drawn to the scene. The override is different from other override modes, as it is not used to determine whether the game performance improves when using this override mode; it can help you understand how you can improve performance.

Intel Graphics Performance Analyzers wireframe off Wireframe Intel Graphics Performance Analyzers wireframe on Wireframe
                              Normal Picture                                                                                Force Wireframe
For example, through visual inspection you may see that you are rendering a large number of very small graphics primitives, which is relatively expensive compared to the level of detail that they provide in the scene. Visual inspection may also highlight unintended primitives being rendered. If either of these is the case, consider using a bump map, texture map, and/or other level-of-detail optimizations to improve the rendering speed of the application. However, it is possible that some other item, such as a very complex pixel shader, is causing the slowdown. In this case, you may need to analyze your scene with other override modes to better understand your performance bottlenecks.

See Also

Override Modes Overview
Disable all overrides
Null Hardware

Disable Draw Calls
2×2 Texture
Simple Pixel Shader
1×1 Scissor Rect
Disable Texture Filtering
Disable Z-Test
Disable Z-Write

Cull None
Cull Clockwise
Cull Counter-Clockwise

Disable Alpha Blending
Disable Alpha Test
Overdraw Visualization
FPS Limit