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Optick looks pretty awesome for game developers.
There is one feature that I have seen in other game studios before and it would be very useful if Optick supports it.
Imagine we have some sort of random gpu crash, it is commonly very tricky to debug due to the async nature of gpu.
So if we can see what happens right before the gpu crash on all gpu queues ( also the cpu threads ), it would be fairly helpful to deduce gpu crashes.
There is another case in which you will have some sort of random slow frame happening and it would be helpful that we can see what happens on Optick.
However, both of the use cases require constant connection with Optick, which will consume memory. As a matter of fact, game developers commonly are not interested in seeing frames that happens maybe a second ago. It would be nice if we could record things and while drop the super old frame data at the same time to keep the memory usage under a threshold so that we can connect Optick constantly. As long as we can connect to this tool all the time, there should be a solution to the two cases mentioned above.
I had a cpu crash that only happens after playing the game for 5 to 10 minutes, with the current consistent recording, it would be quite some data before I can see the trace, where I am pretty much only interested in seeing the last few frames.
Thanks
The text was updated successfully, but these errors were encountered:
Hi
Optick looks pretty awesome for game developers.
There is one feature that I have seen in other game studios before and it would be very useful if Optick supports it.
Imagine we have some sort of random gpu crash, it is commonly very tricky to debug due to the async nature of gpu.
So if we can see what happens right before the gpu crash on all gpu queues ( also the cpu threads ), it would be fairly helpful to deduce gpu crashes.
There is another case in which you will have some sort of random slow frame happening and it would be helpful that we can see what happens on Optick.
However, both of the use cases require constant connection with Optick, which will consume memory. As a matter of fact, game developers commonly are not interested in seeing frames that happens maybe a second ago. It would be nice if we could record things and while drop the super old frame data at the same time to keep the memory usage under a threshold so that we can connect Optick constantly. As long as we can connect to this tool all the time, there should be a solution to the two cases mentioned above.
I had a cpu crash that only happens after playing the game for 5 to 10 minutes, with the current consistent recording, it would be quite some data before I can see the trace, where I am pretty much only interested in seeing the last few frames.
Thanks
The text was updated successfully, but these errors were encountered: