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GameDevelopers
CONFERENCE
Carlos A Dominguez Caballero (Intel®)
@IntelSoftware @IntelGraphics 2
Agenda
• Introduction
• Game profiling workflow overview
• Step through profiling workflow
• Common bottleneck identification
• Case Study: Optimizing Unity’s 3D Game Kit
@IntelSoftware @IntelGraphics 3
Scaling Graphics Performance Effectively
My super
awesome
game
30 FPS
@IntelSoftware @IntelGraphics 4
Scaling Graphics Performance Effectively
My super
awesome
game
30 FPS
10 FPS
@IntelSoftware @IntelGraphics 5
Scaling Graphics Performance Effectively
My super
awesome
game
30 FPS
10 FPS 20 FPS
@IntelSoftware @IntelGraphics 6
Scaling Graphics Performance Effectively
My super
awesome
game
30 FPS
10 FPS 20 FPS
30 FPS
@IntelSoftware @IntelGraphics 7
Scaling Graphics Performance Effectively
My super
awesome
game
30 FPS
10 FPS 30 FPS+
60 FPS+
@IntelSoftware @IntelGraphics 8
Intel® Graphics Performance Analyzers
(Intel GPA)
System Analyzer
Graphics Frame
Analyzer
Graphics Trace
Analyzer
@IntelSoftware @IntelGraphics
GPU bound
9
Profiling Workflow
Frame Analysis
Identify Scene
+ +
CPU vs GPU
bound?
Identify Hotspots
Identify Hotspots via instrumentation
CPU bound
@IntelSoftware @IntelGraphics
GPU bound
10
Profiling Workflow
Frame Analysis
Identify Scene
+ +
CPU vs GPU
bound?
Identify Hotspots
CPU bound
Identify Hotspots via instrumentation
@IntelSoftware @IntelGraphics
GPU bound
11
Profiling Workflow
Frame Analysis
Identify Scene
+ +
CPU vs GPU
bound?
Identify Hotspots
CPU bound
Identify Hotspots via instrumentation
@IntelSoftware @IntelGraphics 12
System Analyzer Overview
@IntelSoftware @IntelGraphics 13
In Application Live Analysis
@IntelSoftware @IntelGraphics
GPU bound
14
Profiling Workflow
Frame Analysis
Identify Scene
+ +
CPU vs GPU
bound?
Identify Hotspots
CPU bound
Identify Hotspots via instrumentation
@IntelSoftware @IntelGraphics 15
• New UI with improved
collection mechanism
• Collect data from various
sources correlated in one
timeline
• ETW events
• Graphics API calls
• ITT user markers
• Sampled metrics
Graphics Trace Analyzer
@IntelSoftware @IntelGraphics
Hardware Queue
Graphics API calls
Driver Queue
16
Lifetime of Graphics Commands
@IntelSoftware @IntelGraphics
Hardware Queue
Graphics API calls
Driver Queue
17
Lifetime of Graphics Commands
Present call in queue until finally executed by GPU
@IntelSoftware @IntelGraphics
Hardware Queue
Graphics API calls
Driver Queue
18
Lifetime of Graphics Commands
No gaps in queue
@IntelSoftware @IntelGraphics
Hardware Queue
Graphics API calls
Driver Queue
19
Not GPU bound
@IntelSoftware @IntelGraphics
Hardware Queue
Graphics API calls
Driver Queue
20
Not GPU bound
Gaps in queue
@IntelSoftware @IntelGraphics 21
VSync Bound
@IntelSoftware @IntelGraphics 22
GPU bound vs CPU bound comparison
Consistent
stream in
GPU queue?
Frame Time
< VSync?
Consistent
gaps in GPU
queue?
Yes
No
GPU bound
Yes
VSync bound
Yes
CPU bound
No
CombinationNo Not GPU Bound
GPU Bound
@IntelSoftware @IntelGraphics 23
Differentiate GPU Usage per Application
@IntelSoftware @IntelGraphics
GPU bound
24
Profiling Workflow
Frame Analysis
Identify Scene
+ +
CPU vs GPU
bound?
Identify Hotspots
CPU bound
Identify Hotspots via instrumentation
@IntelSoftware @IntelGraphics
GPU bound
25
CPU Bound
Frame Analysis
Identify Scene
+ +
CPU vs GPU
bound?
Identify Hotspots
CPU bound
Identify Hotspots via instrumentation
@IntelSoftware @IntelGraphics 26
Instrumentation
Instrumentation Alternatives
• ITT
• ETW
• PIX/Graphics API
markers
Hotspots from selected
region
Dive into region occurrences
@IntelSoftware @IntelGraphics
GPU bound
27
Profiling Workflow
Frame Analysis
Identify Scene
+ +
CPU vs GPU
bound?
Identify Hotspots
CPU bound
Identify Hotspots via instrumentation
@IntelSoftware @IntelGraphics
GPU bound
28
GPU Bound
Frame Analysis
Identify Scene
+ +
CPU vs GPU
bound?
Identify Hotspots
CPU bound
Identify Hotspots via instrumentation
@IntelSoftware @IntelGraphics 29
Graphics Frame Analyzer
@IntelSoftware @IntelGraphics 30
Multiframe Capture Technical Preview
New in Intel® GPA 2019 R1 Release
• Difficult problems for
single frame analysis
• Debug intermittent
glitches and frame
hitches
• Profile multi-frame
algorithms
• Single frame capture
workflow still
available
@IntelSoftware @IntelGraphics 31
Multiframe Capture Technical Preview
New in Intel® GPA 2019 R1 Release
• Difficult problems for
single frame analysis
• Debug intermittent
glitches and frame
hitches
• Profile multi-frame
algorithms
• Single frame capture
workflow still
available
@IntelSoftware @IntelGraphics
GPU bound
32
GPU Bound
• Frame Analysis to identify most expensive calls
• Easy hotspot analysis for automatic bottleneck root cause analyzer
Identify HotspotsFrame Analysis
@IntelSoftware @IntelGraphics 33
Find most expensive calls
Bottom up approach
@IntelSoftware @IntelGraphics 34
Find most expensive calls
Top down approach
@IntelSoftware @IntelGraphics 35
Hotspot Analysis Overview
@IntelSoftware @IntelGraphics 36
• Bottleneck in Geometry Transformation
• Things to look out for and mitigation:
• Dense geometry rendered to small area
• More aggressive LODs or decimation
needed
• Icebergs (5% in view, 95% out)
• Slice geometry for better culling
• Stragglers (not in view but not culled)
• Debug why is object not being culled
Geometry Transformation
@IntelSoftware @IntelGraphics
• X Axis: Pixels Rendered
• Y Axis: Primitive Count
• Tall skinny bars, big objects rendered to small amount of pixels
37
Geometry Transformation
@IntelSoftware @IntelGraphics 38
Geometry Transformation
Iceberg Stragglers Dense/Iceberg
@IntelSoftware @IntelGraphics
• New Python plugin system
• =metric(“GPU Duration”, “>”, 200)
• Preloaded with several plugins
• Create your own!
39
Geometry Transformation
@IntelSoftware @IntelGraphics
GPU bound
40
Profiling Workflow
Frame Analysis
Identify Scene
+ +
CPU vs GPU
bound?
Identify Hotspots
CPU bound
Identify Hotspots via instrumentation
@IntelSoftware @IntelGraphics 41
Case Study: Unity 3D Game Kit
Overview
Tutorial project in Unity asset store
3 built-in quality settings ‘Performance’, ‘Balanced’ and ‘Fantastic’
Our Goal: ‘Performance’ mode FPS on ‘Fantastic’ mode visual quality
@IntelSoftware @IntelGraphics 42
Case Study: Unity 3D Game Kit
Bridge the gap
What makes ‘Fantastic’ look much better than ‘Performance’?
@IntelSoftware @IntelGraphics 43
Case Study: Unity 3D Game Kit
Set your performance goals
Draw distance Water reflections Shadows
What makes ‘Fantastic’ look much better than ‘Performance’?
@IntelSoftware @IntelGraphics 44
Case Study: Unity 3D Game Kit
Spoiler
Draw distance Water reflections Shadows
What makes ‘Fantastic’ look much better than ‘Performance’?
@IntelSoftware @IntelGraphics 45
Case Study: Unity 3D Game Kit
How did we get there?
Tug of war, make some room then bring stuff back in
@IntelSoftware @IntelGraphics 46
Case Study: Unity 3D Game Kit
Understand the game’s anatomy
@IntelSoftware @IntelGraphics 47
Case Study: Unity 3D Game Kit
Understand the game’s anatomy
Frame Budget
(30 FPS)
@IntelSoftware @IntelGraphics 48
Case Study: Unity 3D Game Kit
Skybox takes 3ms? ~10% of frame budget
Frame Budget
(30 FPS)
@IntelSoftware @IntelGraphics 49
Case Study: Unity 3D Game Kit
Skybox camera set as deferred ~10% of frame budget
Frame Budget
(30 FPS)
@IntelSoftware @IntelGraphics 50
Case Study: Unity 3D Game Kit
Skybox camera set as forward 0.8ms 2.4% of frame budget down from 10%
Frame Budget
(30 FPS)
@IntelSoftware @IntelGraphics 51
Case Study: Unity 3D Game Kit
Keep peeling the onion!
Frame Budget
(30 FPS)
@IntelSoftware @IntelGraphics 52
Case Study: Unity 3D Game Kit
Reflections take 4.8ms 14.5% of frame budget
Frame Budget
(30 FPS)
@IntelSoftware @IntelGraphics 53
Case Study: Unity 3D Game Kit
32 Reflection probes? Can we get by with less? 14.5% of frame budget
Frame Budget
(30 FPS)
@IntelSoftware @IntelGraphics 54
Case Study: Unity 3D Game Kit
32 to 3 reflection probes 2.1ms 6.4% of frame budget down from 14.5%
Frame Budget
(30 FPS)
@IntelSoftware @IntelGraphics 55
Case Study: Unity 3D Game Kit
Keep peeling the onion!
Frame Budget
(30 FPS)
@IntelSoftware @IntelGraphics 56
Case Study: Unity 3D Game Kit
UI rendering takes 1.8ms 8% of frame budget
Frame Budget
(30 FPS)
@IntelSoftware @IntelGraphics 57
Case Study: Unity 3D Game Kit
Blur text is expensive, by how much? 8% of frame budget
Frame Budget
(30 FPS)
@IntelSoftware @IntelGraphics 58
Case Study: Unity 3D Game Kit
UI Rendering without blur 0.2ms 0.6% of frame budget down from 8%
Frame Budget
(30 FPS)
@IntelSoftware @IntelGraphics 59
Case Study: Unity 3D Game Kit
Level check: Running at 38 FPS now!
With all the
optimizations
we’re now
running at 38
FPS
Time to start
adding things
back!
Lets start big:
Culling distanceFrame Budget
(30 FPS)
@IntelSoftware @IntelGraphics 60
Case Study: Unity 3D Game Kit
Restore cull distance
Before 38FPS
After 33FPS
Still some room
left
Lets add it all!
Frame Budget
(30 FPS)
@IntelSoftware @IntelGraphics 61
Case Study: Unity 3D Game Kit
Lets add it all!
Before 33FPS
After 28FPS
8% above budget
but we got water
reflections and
shadows!
What else can we
cheaply do to
stay within
budget?
Frame Budget
(30 FPS)
@IntelSoftware @IntelGraphics 62
Case Study: Unity 3D Game Kit
Downscale deferred render target
Downscale
deferred render
target to a
fraction of it’s
size
Upscale in final
pass and render
UI at full
resolution
Back within
Frame Budget!
Frame Budget
(30 FPS)
@IntelSoftware @IntelGraphics 63
Summary
• Scale graphics performance effectively
• Performance awareness is everyone’s responsibility
• Grab Intel® GPA for free @ https://software.intel.com/en-us/gpa
• Want to learn more? Visit us at the Intel® booth
• Try it yourself!
• Twitter: @carlosadc
Questions?
@IntelSoftware @IntelGraphics
Legal Notices and Disclaimers
No license (express or implied, by estoppel or otherwise) to any intellectual property rights is granted by this document.
Intel disclaims all express and implied warranties, including without limitation, the implied warranties of merchantability, fitness for a particular purpose, and non-infringement, as well
as any warranty arising from course of performance, course of dealing, or usage in trade.
You may not use or facilitate the use of this document in connection with any infringement or other legal analysis concerning Intel products described herein. You agree to grant Intel a
non-exclusive, royalty-free license to any patent claim thereafter drafted which includes subject matter disclosed herein.
The products and services described may contain defects or errors known as errata which may cause deviations from published specifications. Current characterized errata are
available on request.
Intel technologies’ features and benefits depend on system configuration and may require enabled hardware, software or service activation. Performance varies depending on system
configuration. No computer system can be absolutely secure. Check with your system manufacturer or retailer or learn more at [intel.com].
Software and workloads used in performance tests may have been optimized for performance only on Intel microprocessors. Performance tests, such as SYSmark and MobileMark, are
measured using specific computer systems, components, software, operations and functions. Any change to any of those factors may cause the results to vary. You should consult
other information and performance tests to assist you in fully evaluating your contemplated purchases, including the performance of that product when combined with other
products. For more complete information visit www.intel.com/benchmarks.
Optimization Notice: Intel's compilers 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 SSE2, SSE3, and 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. Certain optimizations not
specific to Intel microarchitecture are reserved for Intel microprocessors. Please refer to the applicable product User and Reference Guides for more information regarding the specific
instruction sets covered by this notice.
Results have been estimated or simulated using internal Intel analysis or architecture simulation or modeling, and provided to you for informational purposes. Any differences in your
system hardware, software or configuration may affect your actual performance.
Intel, Core and the Intel logo are trademarks of Intel Corporation in the U.S. and/or other countries.
*Other names and brands may be claimed as the property of others
© Intel Corporation.
@IntelSoftware @IntelGraphics 66
• Bottleneck in Shader Execution
• GPU Execution Units (EU’s) very active
• Reduce shader complexity
• Reduce GPRs used in shader to avoid
register spilling
Shader Execution
@IntelSoftware @IntelGraphics 67
• Simple Fragment Shader Experiment
• Quick check for ROI on optimizing
shader
• Reduce shader optimization iteration
time with GPA’s Live Shader Analysis
• Modify shader
• Replay scene
• Recalculate metrics
Shader Execution

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