New Features for
Intel GPA, Version 2.1
As good as the Intel GPA tool was for the development of
the latest Ghostbusters game, several new features have been added subsequent
to that project. Randel reports that he is finally enjoying a little downtime
after working since 2006 on Ghostbusters, but he's already looking forward to
the next project. "It will be really nice to have the new Intel GPA tools," he
said recently. "There are still a few more things we can do to add those key
details to a highly believable, fully destructible environment."
Here are some of the key new features that have been added
to the Intel GPA to make it even easier to find and quickly address performance
issues in games, as well as debug rendering problems:
Pixel History
Pixel history is a great new feature in Intel GPA that
provides a wealth of information on any pixel in any render target. A zoom
feature (using the mouse wheel) was also added for a more exact selection of a
particular pixel of interest. To select a pixel, simply left-click a pixel in
any render target. After a pixel is selected, the history of all GPU operations
(draw calls, clears, and so on) that affected that pixel is displayed in the pixel
history tab, which is automatically opened. This lets you see exactly which
draw calls affected that pixel location for the render target from which it was
selected. For each draw call in the list, the number of times the pixel was
touched and the final pixel color are also displayed. If the pixel was
rejected, for example if Z-test was enabled, the reason for the rejection is
noted as well.
Pixel history enables two key use cases: visual debug and
overdraw analysis. The visual debug workflow allows you to diagnose why a pixel
was rendered incorrectly. It also shows which draw call in the history caused
the selected pixel to be the color that it is. The overdraw analysis workflow
depicts how much overdraw exists at any pixel location and specifically which
draw calls contribute to it.
Overdraw
Visualization per Render Target
The Intel GPA render target viewer has a new overdraw
visualization mode. When enabled, each render target is visualized in gray
scale. Overdraw corresponds to lighter pixels in the gray-scale visualization.
By enabling this mode, you can immediately see which portions of the render
target are being written to most often.
Intel GPA also allows you to combine the usage of both
pixel history and overdraw visualization. This allows you to seamlessly find
overdraw hotspots with the visualization and then immediately select any of the
hot pixels to understand which draw calls are contributing to overdraw at that
location.
Vertex Shader and
Pixel Shader Durations
Shader durations are now enabled as metrics for all
DirectX devices. These metrics are available in three places: the bar chart
graph at the top of the user interface, the scene overview spreadsheet view on
the left, and the details tab on the right.
With the bar chart, you can now select any metric in the
x- and y-axis. For example, you can configure vertex shader duration in the
x-axis and pixel shader duration in the y-axis. By looking at the shape of each
rectangle in the bar chart you now can compare two metrics at the same time.
Within the scene overview, you can view these new metrics in spreadsheet form
by clicking the Customize button, and then selecting any metrics of your
choice. Finally, the details tab always lists all possible metrics and enables
you to view their values summed across the current draw call selection set.
Single Step Frame
Intel GPA has a new single step feature that enables
better control over the frame to be captured and analyzed. When using the
System Analyzer, simply press the pause button to pause the game in real time,
then press the single step button as many times as needed to reach a frame of
interest. The capture button can be pressed at any time.
In-Game Hot Key
The new hot-key feature allows easy frame captures on a
single computer while playing the game. Simply launch the game using Intel GPA,
run it full screen, and then press CTRL+SHIFT+C (or configure any keys you want
to use) for each frame you want to capture. When you are ready to analyze,
close the game, and then open the Frame Analyzer on the same computer or a
remote system for analysis.
Export Metrics to a
CSV File
With CSV (comma separated value) file export, detailed
frame performance data can be saved and later pulled into Microsoft Excel or
any other program that can process CSV files. This feature allows you to track
game performance changes over time, compare game performance with various game
options enabled, or even compare game performance on various graphics cards-all
at a per-draw level of detail.
Because this feature is draw call selection set-based, you
can select the draw calls you are interested in (or the whole frame) and export
only those calls, so you don't have to wade through large amounts of data to
find the details you want.
Conclusion
Intel GPA tools help game developers make sure that
performance issues don't detract from a game's entertainment value. Developers
can run code experiments that measure and report performance results in real
time. Intel GPA provides open, accessible libraries that can both customize
tools for specific needs and pull data for deeper analysis. Better use of
screen real estate avoids the intrusive display overlay of other interfaces,
and the ability to share captured frames with team members increases the efficiency
of optimization.
Thanks
to the Intel GPA tools, developers can learn more about what's going on
"behind the curtain" on their games. The new features take an already strong
engineering toolset and turn it into a formidable asset manager.
Thanks to
interaction with game developers around the world, Intel continues to fine-tune
these tools. Priced at USD 299, the Intel GPA tools are free to anyone willing
to take the time to fully register. Go to www.intel.com/software/gpa
and
grab the tools and the documentation, read the case studies and white papers,
and get involved in the developer forums. Your game's performance-and fun
factor-are at stake.