brighter & faster graphics with nvidia®...
TRANSCRIPT
![Page 1: BRIGHTER & FASTER GRAPHICS WITH NVIDIA® NSIGHTdeveloper.download.nvidia.com/assets/events/GDC15/GE...gameworks.nvidia.com | GDC 2015 DIRECT3D12 SNEEK PEEK (DEMO) All API calls, as](https://reader035.vdocument.in/reader035/viewer/2022081403/609f6fd3e05a1166bc411218/html5/thumbnails/1.jpg)
gameworks.nvidia.com | GDC 2015
Jeff Kiel, Manager Graphics Tools
Russ Kerschner, Sr. SW Engineer
BRIGHTER & FASTER GRAPHICS WITH NVIDIA® NSIGHT™ VSE 4.5™
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gameworks.nvidia.com | GDC 2015
AGENDA
Developer Tools: NVIDIA GameWorks™
Introducing NVIDIA® Nsight™ Visual Studio Edition 4.5™
Profiling Infiltrator from Epic Games
Sneek Peek at DirectX12 support in 5.0!
Thanks for our friends at
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gameworks.nvidia.com | GDC 2015
Developing on modern GPUs can be
a cloudy business…
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gameworks.nvidia.com | GDC 2015
NVIDIA DEVELOPER TOOLS
HARDWARE SUPPORT
CPU AND GPU DEBUGGING & PROFILING
BUILD. DEBUG. PROFILE.
STANDALONE TOOLS IDE INTEGRATION
C/C++
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gameworks.nvidia.com | GDC 2015
NVIDIA® NSIGHT™ VISUAL STUDIO EDITION
Supports DirectX 9/11 and OpenGL
Debug and profile graphics workloads
Debug HLSL and GLSL shaders
Debug and profile CUDA kernels
Platform level profiling with system trace
All in Visual Studio 2010, 2012 and 2013
Accelerating Visual Computing Development
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gameworks.nvidia.com | GDC 2015
NEW IN VERSION 4.5 Maxwell architecture support (minus shader debugging)
OpenGL 4.4 (minus ARB_sparse_texture)
OpenGL capture with source code generation
Texture histogram and range remapping
CUDA 7.0 support
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gameworks.nvidia.com | GDC 2015
PROFILING INFILTRATOR
![Page 9: BRIGHTER & FASTER GRAPHICS WITH NVIDIA® NSIGHTdeveloper.download.nvidia.com/assets/events/GDC15/GE...gameworks.nvidia.com | GDC 2015 DIRECT3D12 SNEEK PEEK (DEMO) All API calls, as](https://reader035.vdocument.in/reader035/viewer/2022081403/609f6fd3e05a1166bc411218/html5/thumbnails/9.jpg)
gameworks.nvidia.com | GDC 2015
PROFILING INFILTRATOR View Infiltrator at https://www.youtube.com/watch?v=dO2rM-l-vdQ
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gameworks.nvidia.com | GDC 2015
PROFILING INFILTRATOR – CPU BOUND
Application Settings
Trace System & DirectX
Launch!
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gameworks.nvidia.com | GDC 2015
PROFILING INFILTRATOR – CPU BOUND
Summary Screen Results
Runtime/Driver Consumes
CPU Time…Next Generation
APIs Should Help!
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gameworks.nvidia.com | GDC 2015
PROFILING INFILTRATOR – CPU BOUND
Rich Filtering Capabilities
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gameworks.nvidia.com | GDC 2015
PROFILING INFILTRATOR – CPU BOUND View Utilization for
All CPU Cores
Find Other Processes
That Steal CPU Time
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gameworks.nvidia.com | GDC 2015
PROFILING INFILTRATOR – CPU BOUND
Gaps In GPU Workloads
= CPU Bound
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gameworks.nvidia.com | GDC 2015
PROFILING INFILTRATOR – GPU BOUND
Summary Results: Lots
Of GPU Work!
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gameworks.nvidia.com | GDC 2015
PROFILING INFILTRATOR – GPU BOUND
No More GPU Work
Gaps!
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gameworks.nvidia.com | GDC 2015
PROFILING INFILTRATOR – GPU BOUND
Correlate With
GPUView ETW Data
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gameworks.nvidia.com | GDC 2015
PROFILING INFILTRATOR – GPU BOUND
Full Stack Trace
Jump To Source Blocking Map
Call On CPU
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gameworks.nvidia.com | GDC 2015
PROFILING INFILTRATOR – PROFILING
API Inspector –
View All State
Events View With
Filtering Scene Scrubber
With Perf Markers
and Dependencies
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gameworks.nvidia.com | GDC 2015
PROFILING INFILTRATOR – PROFILING
Inspect All
Resources
Visualize Pre-transform
Geometry
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gameworks.nvidia.com | GDC 2015
PROFILING INFILTRATOR – PROFILING Collect Draw Calls
By Shared State
Visualize Pipeline
Bottleneck
Call Has 100X
Overdraw!
Most Expensive
Bucket & Draw Call is
Bokeh Filter Rendering
This Call Is
Blending Bound
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gameworks.nvidia.com | GDC 2015
NEW API, NEW CHALLENGES
• More parallelism!
• Multi-thread : parallel CPU work…more parallel than D3D11
• Multi-queue: parallel, potentially asymmetric, GPU work
Conceptually parallel queues:
nothing to prevent concurrency D3D12 fence blocks the final
batch of GPU work
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gameworks.nvidia.com | GDC 2015
NEW API, NEW CHALLENGES
• Application is now responsible!
• CPU/GPU synchronization
• Usability state of resources via barriers
• Memory heaps via placed resources
• SRVs, UAVs, constants, samplers, all
opaque at runtime
• Root description table for binding, another
layer of indirection
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gameworks.nvidia.com | GDC 2015
DIRECT3D12 SNEEK PEEK (DEMO) Multi-queue Event Scrubber
Events shown in logical execution
order…operations that could be parallel
share same frame event index
Show all active
queues
Performance markers
give scene context
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gameworks.nvidia.com | GDC 2015
DIRECT3D12 SNEEK PEEK (DEMO)
All API calls, as
executed in queue(s)
Rich filtering
capabilities
API Analysis With Events View
Search for a resource
to see transitions
from write to read
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gameworks.nvidia.com | GDC 2015
DIRECT3D12 SNEEK PEEK (DEMO)
All available heaps
Heaps View Improves API Transparency
All resources in the
heap
Resource relevant
visualizer
Visualize resource
overlaps and heap
usage by type
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gameworks.nvidia.com | GDC 2015
DIRECT3D12 SNEEK PEEK (DEMO) Descriptor Heap View Improves API Transparency
All descriptor
heaps
Heap specific
details (SRVs)
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gameworks.nvidia.com | GDC 2015
DIRECT3D12 SNEEK PEEK (DEMO) Descriptor Heap View Improves API Transparency
All descriptor
heaps
Heap specific
details (Samplers)
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gameworks.nvidia.com | GDC 2015
DIRECT3D12 SNEEK PEEK (DEMO)
Root signature layout
and population
Type specific details
for parameter entry
Root Parameters View Improves API Transparency
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gameworks.nvidia.com | GDC 2015
NVIDIA GAMEWORKS™ Links…
Web: http://gameworks.nvidia.com
Latest info and download options
Survey: https://developer.nvidia.com/developer-tools-survey-201503
YouTube: https://www.youtube.com/user/nvidiaGameWorks
Tools, effects, and game integration videos
Twitter: https://twitter.com/nvidiadeveloper
Catch up on up to the minute happenings