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“MAXIS-mizing” Darkspore game performance with Intel® GPA 4.0!
Omar A Rodriguez, IntelDavid Lee Swenson, Maxis
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Agenda
• Quick Intro to GPA 4.0
• Sneak Peek of Darkspore
• Live demo of GPA 4.0 using Darkspore and Scaleform GFX4
• Q & A
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Intel GPA helps you analyze and tune your game for performance
• In-game analysis with System Analyzer HUD using state overrides and real-time metrics graphs
• Deep frame analysis with Frame Analyzerdown to the draw call level, incl. shaders, textures, D3D states, pixel history
• View system wide picture of CPU and GPU workload with Platform Analyzer
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Here’s how to use Intel GPA 4.0
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Target Game with HUD
If CPU bound, use Platform Analyzer or other CPU profiling
tools like VTune
If GPU bound, use Frame Analyzer
Improved Gaming Experience on Mainstream Graphics with SandyBridge
• 1280 x 720
• 30 FPS
• Medium settings
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System Analyzer HUD
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System Analyzer HUD
• Frames per second
• DirectX* version
• Vsync on/off
• Resolution
• 4 metrics graphs configurable from GPA Monitor
• Fast rendering with low overhead
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Configure HUD from the GPA Monitor
• Hot keys & GPU, CPU, DirectX metrics shown on HUD are fully configurable from the GPA Monitor Preferences
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Capture “Interesting” Frames
• Select metric
• Decide the condition based on the selected metric
• Select type of capture: frame, trace, or both
• Choose what to do with the application after the capture
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State Overrides Accessible from HUD
• Use state overrides to find high-level bottlenecks
• Example: Disable Draw Calls
– CPU or GPU bound
• Example: 1x1 Scissor Rect
– Helpful to determine if your game is pixel shader bound
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Darkspore and GPA Demo by David Lee Swenson
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Darkspore (Marketing Pitch)
• Online Action RPG
• Play a Squad of 3 Heroes
• Spore Editor
• 100 Heroes to Unlock
• 4 player Co-op
• 2v2 PVP
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Darkspore Game Demo
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Darkspore Rendering
• Deferred Pass First Target
• Normal (RGB) + Gloss (A)
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Darkspore Rendering
• Deferred Pass Second Target
• Depth (R*256+G) + SpecPow (B) + ToonId (A)
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Darkspore Rendering
• Lighting pass
• Diffuse (RGB) + Specular (A)
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Darkspore Rendering
• Final Pass
• Color + Glow + Post FX + Particles + UI =
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Darkspore Rendering (Final Frame)
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Darkspore and GPA
Without GPA
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Darkspore and GPA
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Darkspore and GPA
Start
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Darkspore and GPA
• Tall bars are draw calls taking the most time
• Wide bars spend more time in the pixel shader
• In Darkspore we saw a lot of big bars…
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Darkspore and GPA
Blood Decals in the Deferred and Final pass
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Darkspore and GPA
Look at the shader
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Darkspore and GPA
Finished?
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Darkspore and GPA
Nope! GPA shows a 30% and 24% improvement
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Darkspore and GPA
Blood decals are volumes that write more pixels
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Darkspore and GPA
Use the stencil to kill pixels in the final pass
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Darkspore and GPA
Simple Frame Rate Check
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Darkspore and GPA
Changing states in GPA
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Darkspore and GPA
Ok, finished!
…maybe
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Other Optimizations for Darkspore
Trees all had roots below the ground!
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Other Optimizations for Darkspore
• Terrain mixes 4 textures together per pass, but large sections only really need one.
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Other Optimizations for Darkspore
• Creatures were really dense and burning quads.
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Other Optimizations for Darkspore
• View space normals took only two channels but weren’t worth the cost.
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Thanks for listening…
Platform Analyzer
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Working with leading middleware providers for complete compatibility
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#1 Video Game UI Solution
The company’s latest release, GFx
4.0, which includes an all new multi-threaded renderer and mobile compatibility, has been developed in conjunction with Intel to allow detailed GPA profiling
Havok added instrumentation on latest version of Havok Physics
Scaleform was used to create Darkspore UI and tuned using Intel GPA
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Instrumenting Code for Platform Analyzer
#include <ittnotify.h>
void System::DoWork( … )
{
__itt_begin_task( “System::DoWork” );
// do work
__itt_end_task();
}
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• Per frame visualization of middleware activity
• Tasks associated with Task Groups
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• Overview statistics for the current trace displayed
• Tabs display information for selectedtasks
• Relations, such as dependencies,between tasks shown in hierarchy
• CPU/GPU and DirectX* metrics displayedper selected frame
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• Tasks timeline displays instrumented code as it is executed over time
• CPU/GPU Frames and DirectX* calls displayed by default
Pre-instrumented components
• DirectX* interceptor used by Intel® GPA
• Threading Building Blocks
• Scaleform and Havok first two…many more middleware to come pre-instrumented
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Where do I get Intel® GPA 4.0?http://www.intel.com/software/gpa
• Join the Visual Adrenaline program
• Come see us at the Intel Booth at Expo, North Hall #1212
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www.intel.com/software/gdcMonetizing Games on Devices: Intel’s AppUp Business Room 302 Wed 4:30-5:30
This is your brain on game development Business Thu 9:00-10:00
Adaptive Order Independent Transparency Programming Thu 1:30-2:30
Dynamic resolution rendering Programming Room 110 Fri 9:30-10:30
Increase Your FPS with CPU Onload Programming Room 110 Fri 11:00-12:00
Hotspots, Flops and uOps Programming Room 123 Fri 2:00-3:00
PC Gaming’s Global Value Propositions Business Fri 2:00-3:00
Delivering Demand-Based Worlds with Intel® SSDs Programming Room 110 Fri 3:30-4:30
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Copyright © 2010, Intel Corporation. All rights reserved.
Optimization NoticeOptimization Notice
Intel® compilers, associated libraries and associated development tools may include or utilize options that optimize for instruction sets that are available in both Intel® and non-Intel microprocessors (for example SIMD instruction sets), but do not optimize equally for non-Intel microprocessors. In addition, certain compiler options for Intel compilers, including some that are not specific to Intel micro-architecture, are reserved for Intel microprocessors. For a detailed description of Intel compiler options, including the instruction sets and specific microprocessors they implicate, please refer to the “Intel® Compiler User and Reference Guides” under “Compiler Options." Many library routines that are part of Intel® compiler products are morehighly optimized for Intel microprocessors than for other microprocessors. While the compilers and libraries in Intel® compiler products offer optimizations for both Intel and Intel-compatible microprocessors, depending on the options you select, your code and other factors, you likely will get extra performance on Intel microprocessors.
Intel® compilers, associated libraries and associated development tools may or may not optimize to the same degree for non-Intel microprocessors for optimizations that are not unique to Intel microprocessors. These optimizations include Intel®
Streaming SIMD Extensions 2 (Intel® SSE2), Intel® Streaming SIMD Extensions 3 (Intel® SSE3), and Supplemental Streaming SIMD Extensions 3 (Intel® SSSE3) instruction sets and other optimizations. Intel does not guarantee the availability, functionality, or effectiveness of any optimization on microprocessors not manufactured by Intel. Microprocessor-dependent optimizations in this product are intended for use with Intel microprocessors.
While Intel believes our compilers and libraries are excellent choices to assist in obtaining the best performance on Intel® and non-Intel microprocessors, Intel recommends that you evaluate other compilers and libraries to determine which best meet your requirements. We hope to win your business by striving to offer the best performance of any compiler or library; pleaselet us know if you find we do not.
Notice revision #20101101
Backup
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64-bit games support
SandyBridge GPU Metrics
Platform View
Easy game launchConfigurable In-Game HUD
Full DirectX 11 support
New single system
workflow
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New Intel® GPA 4.0 Features
PC Volumes will Dwarf Console Volumes by 2014• Total PC Gaming TAM for DT & NB (GPU+Proc/Gfx) represents the largest opportunity
– 550mu 2009 growing to 913mu by 2014• Overall Console TAM growing slowly but being rapidly outpaced by PC TAM
– 236mu Consoles in 2009 growing to 318mu by 2014
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100
200
300
400
500
600
700
800
900
1000
2009 2010 2011 2012 2013 2014
(Mu) WW Consumer PC TAM
PC Gaming (DX9-11) vs 6th & 7th Gen Console
PC Gaming
PS2
Wii/PS3/360
NextGen Console
Potential for
PCs in 2009 are 2.32x bigger than 6th/7th Gen Consoles combined. By 2014 it becomes 3.08x bigger
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Source: PCGA 2010 Horizon’s Hardware Report (IDC)
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New SandyBridge metrics cover all GPU stages
Array of Unified
Execution Units
EU
Sampler
EU EU EU
EU EU EU EU
EU EU EU EU
DataPort
PixelOps
Cache
Vertex
Fetch
Vertex
Shader
Geometry
Shader
Clipper
Setup
Windower
Two types:D3D Pipeline StatisticsGPU Performance Statistics
Examples:GPU Active Cycles - EU Cores ArrayVS Invocations - Vertex ShaderPost-Clip Primitives – ClipperPrim. Setup Active – SetupPixel Rendered – PixelOpsPost-Filter Texels - Sampler
Metrics Available in GPA 4.0
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GPU DurationVS DurationPS DurationGS Duration
CPU n LoadAggregated CPU LoadTarget App CPU LoadFrame TimeFrames Per SecondApplication TimeFrame NumberGPU Frame Number
Draw CallsState ChangesVB LocksVB Lock TimeIB LocksIB Lock TimeLocks
Lock TimeState Block AppliesState Block CapturesRT ChangesColor FillsSurface UpdatesStretch Rects
Surface LocksVolume LocksSurface Lock TimeVolume Lock TimeTexture1D MapsTexture2D MapsTexture3D Maps
Buffer MapsZ/Stencil ClearsRT ClearsResource CopySubresource CopySubresource UpdateTexture Creations
Surface CreationsIB CreationsVB CreationsBuffer CreationsResource CreationsRT Data Gets
DirectX*
CPU/App Graphics HW
Extended Metrics Available on Intel HW in GPA 4.0
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CPU n LoadAggregated CPU LoadTarget App CPU LoadFrame TimeFrames Per SecondApplication TimeFrame NumberGPU Frame Number
Draw CallsState ChangesVB LocksVB Lock TimeIB LocksIB Lock TimeLocks
Lock TimeState Block AppliesState Block CapturesRT ChangesColor FillsSurface UpdatesStretch Rects
Surface LocksVolume LocksSurface Lock TimeVolume Lock TimeTexture1D MapsTexture2D MapsTexture3D Maps
Buffer MapsZ/Stencil ClearsRT ClearsResource CopySubresource CopySubresource UpdateTexture Creations
Surface CreationsIB CreationsVB CreationsBuffer CreationsResource CreationsRT Data Gets
GPU Duration GPU EUs ActiveGPU EUs StalledGPU FrequencyEUs Active in GSEUs Active in PSEUs Active in VSEUs Stalled in GSEUs Stalled in PSEUs Stalled in VS
Primitive CountVertex CountVS DurationVS Invocations GS DurationGS InvocationsPost-GS PrimitivesPS DurationPS InvocationsPS Killed Pixels
Clipper ActiveClipper InvocationsPost-Clip PrimitivesPrimitive Setup ActiveBlended PixelsPixels RenderedGPU Texture ReadsPost-Filter TexelsSampler BusySampler Stalled
DirectX*
CPU/App Graphics HW