"That man is richest whose pleasures are cheapest."
- Henry David Thoreau
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Query FailedRob L.
Sunday, July 26, 2009

Hi,

I just checked my card (s.b.) and it doesn't seem to support GL_EXT_timer_query. However, it supports GL_AMD_performance_monitor, which at the first glace over the description looks like it has some more functionality.

My card's OpenGL driver info:
ATI Radeon HD 4850
OpenGL version: 2.1.8673
CCC version: June 2009

What do you guys think about that? Do you have any tips and tricks to share?

Regards,

Rob

Humus
Saturday, July 25, 2009

Overlord, I've implemented profiling support in Framework4. In OpenGL I'm using GL_EXT_timer_query and timestamp queries in DirectX. I guess it could still be useful to make a demo of it. I'll add that to my ever expanding TODO list.

Rob L.
Saturday, July 25, 2009

I was just citing.
Thanks.

Daniel
Saturday, July 25, 2009

"Still pretty decent, if you don't consider that their SSAO implementation obviously is much slower than any SSAO implementation ever used in any game."

FAIL

I am also sick of hearing performance comparisons in fps. The worst is when you get something like 'changing that option increased 5 fps'. 5 fps?!? That could mean anything depending on what the total framerate was.

Your percentage point reminds me of when I first tried AMD's GPU PerfStudio and it would only tell you what percent of the frame a given event took. Not very useful.

Sopyer, I have also found PIX for windows to be god-awful wrt stability and usability. Anytime I get close to finding some useful information after sorting through pages of irrelevant render state setting, the program crashes. There's a difference of night and day between PIX for windows and PIX for xbox 360. When I have a bug that needs PIX the first thing I do is try to repro it on the xbox.

Overlord
Saturday, July 25, 2009

@Michael: shouldn't it be "Miliseconds-per-letter".

@Humus: wouldn't it be a good thing to follow up with a demo that implements GL_EXT_timer_query and measures different parts within a demo to show how long different parts take.

Michael
Friday, July 24, 2009

Hum,

Could you let us know how long it took you to write that post? But please do not use "Words-per-Second"... use the more accurate "Letters-per-Second".

thanks.


Humus
Thursday, July 23, 2009

Sorry, that was some leftover code from my previous attempt at getting rid of spam. The number code has worked excellent so far. I don't think a single spam message has gotten through that. So I just removed that stuff so you can say all your naughty words.

Humus
Thursday, July 23, 2009

I'm running our engine through PIX at a regular basis, and while I agree that it can be unstable at times it mostly works fine. Mostly when PIX is unstable it's because I'm on a CrossFire/SLI system, including any "X2" type of card, or I have enabled some kind of driver override like for instance for Nvidia's stereo glasses. The use of queries across frames also seems to be an issue. I also agree PIX for Xbox is better, but PIX for Windows is certainly a useful tool. In addition to optimization I've also found many bugs with it.

For OpenGL there's gDebugger. I don't know at what quality the performance tools in it are today since I haven't used it in a long while, but I know both ATI and Nvidia worked together with them to get performance counters into it.

And if you don't like external tools you can always write your own performance measuring framework. In DirectX there's the timestamp queries and in OpenGL there's the GL_EXT_timer_query extension.

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