![]() The times and percentages highlighted in the red boxes below each hardware queue are, respectively, the total amount of GPU time and the fraction of the elapsed time that the queue was not empty in the current time interval. Queue which contains the red Paging packets.įigure 1. The Graphics queue for the application - which contains the hashed Present packetsĪnd other graphics packets - and the bottom-most hardware queue is the Copy Engine Intervals containing six Present packets. Here is how the GPU hardware queues look near the end of the GPUView traces, in time I have captured 3 GPUView traces from the same in-game location, with different screen resolutions and super-sampling settings: 1920x1200 & 2560x1600 with no super-sampling and 2560x1600 + 120% super-sampling (that is, an effective 3072x1920 resolution). GeForce GTX 680 (with 2 GB of dedicated video memory) on Windows 8 and I am going to use the GPUView build from the Win 8.1 SDK. In this article, I am going to take the example of a DX11 application running on a To determine whether a Windows application is running out of video memory or not, theįirst thing I do is capture a GPUView trace (see Appendix) from a run where stuttering How To Detect Video Memory Overcommittement Tool also ships with a help file which I recommend checking out. If you are not familiar with the tool yet, introductions to GPUViewĪre available on Matthew Fisher’s website and It can be used with all GL and D3D applications on Windows GPUView is aįree tool provided by Microsoft as part of the Windows Performance Toolkit (which ships Graphics application is overcommitting video memory - by using GPUView. In any render call will never be committed to video memory.Īt NVIDIA, we have developed a method for determining whether or not any Windows/WDDM Resources that are just created but never referenced Only the resources that are referenced in an actual render call are considered to be Note that in this context, the term “committed” is equivalent to “referenced”, that is,Ī resource “used” (or bound) in any render call (clear, copy, draw or dispatch call). So in general, looking at the used video memory alone is not enough to know However, for various reasons, the GPU-Z “Memory Used” counter may be below the amount ofĪvailable dedicated video memory but the application may actually still be over-committing With more video memory can give you hints. Reducing the texture quality (to lower the video memory footprint), or testing with a GPU Used video memory with a tool such as GPU-Z, You may not be sure how to best prove this hypothesis. Now, you may suspect that some stutter could be caused by video-memory overcommitment and Video-memory overcommittement is one of the most common causes of stuttering. Were discussed by Cem Cebenoyan at GDC China 2012, John McDonald at GDC 2014, and Iain Cantlay at GDC 2015. Various possible causes & fixes for stuttering Stuttering by using frame-time percentiles. In a blog article and GDC 2015 talk, Iain Cantlay discussed how one can quantify Game is stuttering badly at some location, on a certain GPU, with specific graphics settings. (and/or you are using FRAPS to measure the CPU frame times), and you have identified that your I assume that you already have a way to monitor the CPU & GPU frame times in your game engine (The method described in this article may not apply to Windows 10/WDDMv2, which has a different memory residency model.) In this article, I will describe a method we have been using at NVIDIA to determine whether video-memory overcommittement is happening and is causing any stuttering on Windows Vista, 7, 8 or 8.1. There are a lot of possible root causes for stuttering one of the most common is video-memory overcommitment which happens when an application is using more video memory than is physically available on the GPU. To start happening when enabling graphics features or increasing the screen resolution. While developing and playing PC games on Windows/ WDDM, it is common for stuttering (uneven frame times)
0 Comments
Leave a Reply. |