[Bf-committers] gDEBugger GDC Video: Advanced OpenGL, OpenGL ES and OpenCL debugging and profiling using gDEBugger

Damien Plisson damien.plisson at yahoo.fr
Wed Mar 24 21:45:29 CET 2010


At least on OSX, you have the bundled tools with XCode: OpenGL profiler app (more basic, but that starts to give you hints), Shark, and Instruments for various CPU/system monitoring...

Le 24 mars 2010 à 17:38, Dalai Felinto a écrit :

> Complementing:
> gdebugger has a trial for 7 days and is cross-plataform. The price is not
> cheap ($790 Node Locked and $2450 Floating - * Linux has only floating) but
> I believe they are other tools out there that can do similar and are open
> software. Not sure about interface, performance, ...
> 
> Cheers,
> Dalai
> 
> 2010/3/24 Dalai Felinto <dfelinto at gmail.com>
> 
>> Hi folks,
>> I watched the following video and I'm quite impressed:
>> http://nvidia.fullviewmedia.com/gdc2010/13-avi-shapira.html
>> 
>> In BGE current profiling the whole Rasterizer is keep as an unique entry.
>> With this debugger you can actually see where is the actual bottleneck
>> (Fragment, Vertex, ...). The same can be applied for Blender I believe.
>> 
>> When I find time I'll try to run it on simple BGE demos. I have a feeling
>> that this can help to fix some bugs we have (e.g. alpha flickering). Also
>> from a user perspective, that sounds as a handy tool to help
>> game optimization (assuming we can tackle the main BGE GL problems that may
>> be present).
>> 
>> Maybe an interesting GSOC for someone? (to implement openGL Rasterizer
>> profile and fix/optimize BGE openGL errors)?
>> 
>> Cheers,
>> Dalai
>> 
>> http://blenderecia.orgfree.com
>> 
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