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Looking for debug visualization tutorial

Started by racarate Apr 26, 2018 at 5:08 AM 4 replies 2.1k views
Original Post
racarate
racarate

Hey everybody!

I am trying to replicate all these cool on-screen debug visuals I see in all the SIGGRAPH and GDC talks, but I really don't know where to start. The only resource I know of is almost 16 years old:

http://number-none.com/product/Interactive Profiling, Part 1/index.html

Does anybody have a more up-to-date reference? Do people use minimal UI libraries like Dear ImgGui? Also, If I am profiling OpenGL ES 3.0 (which doesn't have timer queries) is there really anything I can do to measure performance GPU-wise? Or should I just chart CPU-side frame time? I feel like this is something people re-invent for every game there has gotta be a tutorial out there... right?



Steve_Segreto
Steve_Segreto

In my experience, it does seem most projects include some form of hand-made "scoped perf block" macros as you mentioned. Perhaps this tool could work for you with OpenGl? https://developer.nvidia.com/nsight-visual-studio-edition

Nowadays since I use primarily D3D11, I have been using the graphics analyzer built into Visual Studio.



esoufiane
esoufiane

For the profilers you can use the following:
Devices with a Mali GPU:
https://developer.arm.com/products/software-development-tools/ds-5-development-studio/streamline

Devices with an Adreno GPU:
https://developer.qualcomm.com/software/adreno-gpu-profiler
https://developer.qualcomm.com/software/snapdragon-profiler

Devices with Tegra:
https://developer.nvidia.com/nvidia-system-profiler

Creating your own UI means that you need to have access to OpenGL ES Asynchronous queries (Occlusion queries are available on OpenGL ES 3.0) or some sort of API that can access the GPU performance counters.

racarate
racarate

Thanks for the replies! I was looking more for advice on writing an in-game profiler and performance visualizer though all those external tools do look nice.



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