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Intel Tools Optimizing Games

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Okay. I haven't seen this discussed around here yet but this new technology looks very, very promising and exactly what the Microsoft Flight franchise needs during development. If it has been discussed already, I apologize. The developer simply uses the Intel tools to analyze a game from both the CPU/GPU side to make sure they are getting the most efficient use of resources. Wow! What a concept! I remember the lead developer for FSX, Phil Taylor (who went to Intel and is probably part of the development of this new techology) said his team knew too late that a game could run better if it was allowed to operate more efficiently with the CPU cores. They had done a little optimization with FSX during development of SP2 but not enough and had planned further optimizations with future FSX updates. But, the Microsoft Team was eliminated soon after Acceleration/SP2 were developed. This would be great if they could optimize a game based on the number of cores in a CPU and improve the quality of the graphics. For more on this technology goto this link: http://www.firingsquad.com/hardware/intel_civ5/default.asp .Best regards,Jim

There are already in-depth GPU analysis tools that are API and vendor-specific. Examples would be Microsoft's Pix and Nvidia's NVPerfHUD. I haven't used NVPerfHUD in quite some time, but Pix is rather robust. Frame draw time can be displayed in ms, you can debug individual shaders, analyze buffers, etc.

There are already in-depth GPU analysis tools that are API and vendor-specific. Examples would be Microsoft's Pix and Nvidia's NVPerfHUD. I haven't used NVPerfHUD in quite some time, but Pix is rather robust. Frame draw time can be displayed in ms, you can debug individual shaders, analyze buffers, etc.
The way I read it, this is a set of Intel tools for the developers, not the consumers. In other words, the game would be completely optimized before the game arrived on the market. No further tweaking required.Best regards,Jim
The way I read it, this is a set of Intel tools for the developers, not the consumers. In other words, the game would be completely optimized before the game arrived on the market. No further tweaking required.Best regards,Jim
I like the sound of that!
The way I read it, this is a set of Intel tools for the developers, not the consumers. In other words, the game would be completely optimized before the game arrived on the market. No further tweaking required.Best regards,Jim
??? I don't get your point, Jim.MS Pix and NVIDIA PerfHUD are aimed at developers. Some links:http://developer.nvidia.com/object/nvperfhud_home.htmlhttp://msdn.microsoft.com/en-us/library/ee417062(v=vs.85).aspxAnyway. Tools for analysing and optimizing code have been around for ages now. Some links:http://www.sigplan.org/award-pldi.htmhttp://developer.apple.com/tools/sharkoptimize.htmlhttp://h18000.www1.hp.com/products/quickspecs/10883_div/10883_div.htmlThe reason for FSX not being optimized is not the lack of tools for analyzing and optimizing code.

Jim: Pretty cool... sounds like a real life saver for the smaller studios or anyone who writes PC only based games.

The way I read it, this is a set of Intel tools for the developers, not the consumers. In other words, the game would be completely optimized before the game arrived on the market. No further tweaking required.Best regards,Jim
The tools I mentioned are developer tools. Also, automatic optimization at this stage is generally sub-optimal, it's best for a dev to analyze their code and fix the problem themselves.
The tools I mentioned are developer tools. Also, automatic optimization at this stage is generally sub-optimal, it's best for a dev to analyze their code and fix the problem themselves.
Thanks for your input Techguy!Best regards,Jim

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