I just watched a WWDIC on OpenGL es that had Xcode version 4. I was so pumped to learn about all these cool tools that Xcode has (because I am having some really weird performance issues), however I can't find most of them.
I can't find the part of Xcode where their is an "Analyze Performance" button that runs experiments on your frame a bunch of time (varying things) until it gets you a list of things effecting your performance such as shaders.
Also when I opened up my app in Instruments GL Tool I can not find the part where it tells how long each gl command takes.
Ok from my understanding these tools are now built into the frame capture, however I personally see them as having less data then shown in the WWDIC talk. Oh well!
Related
I programmed with DirectX 9 / OpenGL and C++ some years ago and I wanted to start a new hobby project with SharpDX and DirectX 11. I made the first basic steps and everything looks nice, but I only the opened my application and saw, that everything's as expected and closed them afterwards.
Today, my application was opened for about 20 seconds and suddenly my whole window content disappeared. I checked the official SharpDX samples and I had the same problem with the official MiniTri sample from SharpDX. Finally, I tested the offical samples from Microsoft in Microsoft DirectX SDK (June 2010)'s Direct3D11 Tutorial 02, which does nothing more than showing a colored triangle. Even the official sample from Microsoft (which does neither use SharpDX nor C#) has the same issue on my computer. Of course, I used my favored search engine for quite some time, but I was not able to find anyone with the same issue. Maybe I searched for the wrong keywords.
After around 14-20 seconds, the content (i.e. vertices) of the window disappear. I have no rotation, animation, movement or anything, just simple triangles with a simple color.
I'd be very happy, if you can help me!
I spent several hours to figure out, why some simple official SharpDX and DirectX tutorials do not work correctly on my machine. Finally, I decided to ignore that issue and contine with the development of my game. It was a great decision since it turned out, that I don't have any issue with the advanced tutorials! The MultiCube sample from SharpDX worked very well and its content did not disappear. So, I figured out that my problem does not occur, if my graphics card is kept busy. I continued my development while running Fallout 4 minimized in the background. Developing this way, my content did not disappear.
I started to implement a user interface for my game using Direct2D1 (with SharpDX). It turned out that using Direct2D1 solves my issue and the content stopped to disappear.
I am not absolutely sure what caused my issue, but apparently my GPU got bored and stopped rendering my simple primitives. :-D Using Direct2D1 for UI solves this problem anyhow.
With the push towards multimedia enabled mobile devices this seems like a logical way to boost performance on these platforms, while keeping general purpose software power efficient. I've been interested in the IPad hardware as a developement platform for UI and data display / entry usage. But am curious of how much processing capability the device itself is capable of. OpenCL would make it a JUICY hardware platform to develop on, even though the licensing seems like it kinda stinks.
OpenCL is not yet part of iOS.
However, the newer iPhones, iPod touches, and the iPad all have GPUs that support OpenGL ES 2.0. 2.0 lets you create your own programmable shaders to run on the GPU, which would let you do high-performance parallel calculations. While not as elegant as OpenCL, you might be able to solve many of the same problems.
Additionally, iOS 4.0 brought with it the Accelerate framework which gives you access to many common vector-based operations for high-performance computing on the CPU. See Session 202 - The Accelerate framework for iPhone OS in the WWDC 2010 videos for more on this.
Caution! This question is ranked as 2nd result by google. However most answers here (including mine) are out-of-date. People interested in OpenCL on iOS should visit more update-to-date entries like this -- https://stackoverflow.com/a/18847804/443016.
http://www.macrumors.com/2011/01/14/ios-4-3-beta-hints-at-opencl-capable-sgx543-gpu-in-future-devices/
iPad2's GPU, PowerVR SGX543 is capable of OpenCL.
Let's wait and see which iOS release will bring OpenCL APIs to us.:)
Following from nacho4d:
There is indeed an OpenCL.framework in iOS5s private frameworks directory, so I would suppose iOS6 is the one to watch for OpenCL.
Actually, I've seen it in OpenGL-related crash logs for my iPad 1, although that could just be CPU (implementing parts of the graphics stack perhaps, like on OSX).
You can compile and run OpenCL code on iOS using the private OpenCL framework, but you probably don't get a project into the App Store (Apple doesn't want you to use private frameworks).
Here is how to do it:
https://github.com/linusyang/opencl-test-ios
OpenCL ? No yet.
A good way of guessing next Public Frameworks in iOSs is by looking at Private Frameworks Directory.
If you see there what you are looking for, then there are chances.
If not, then wait for the next release and look again in the Private stuff.
I guess CoreImage is coming first because OpenCL is too low level ;)
Anyway, this is just a guess
I am trying to understand the inner workings of XCode's Instruments. On MacOS, it can rely on DTrace to gather all kinds of profiling data. On iOS, it is also capable of lots of things, but I have read repeatedly that DTrace has not been ported to iOS.
So how does that work?
The Apple documentation on DTrace isn't telling me much about the inner workings here. I have noticed, however, that when profiling my own App from XCode using Instruments, XCode seems to build it differently. Could that mean it links some standalone DTrace providers with my code?
Thanks in advance!
/e: I would bounty this question with my ENTIRE 6 REPUTATION POINTS if only i could...
For iOS apps running inside the Simulator, obviously the Simulator is a Mac OS X program, so it can use DTrace to monitor everything the Simulator does.
For iOS apps running on an iPhone, I agree the documentation provides little insight into what's happening. It's probably either loading monitoring code into the target process on iOS (either by adding the code at compile time or by linking it in at runtime) or there is an "traditional debugger" running on iOS against the target process to implement the tracing. Those are pretty much the only options if there is no kernel-level support for using DTrace.
I've never used Instruments, but the main thing that jumps out at me is that they're able to collect seemingly-OS-level statistics about I/O, which would not normally be measurable without DTrace. I'm not sure because I haven't used it, but it's possible these statistics are only tracking I/O from easy-to-detect entrypoints (ie I/O-related syscalls from the specific target process), or that there are other iOS-specific statistic sources which are published by the OS. For instance, many system statistics can be gotten from Mac OS X by calling sysctl. Depending on what statistics are actually being collected, Instruments could just be using simple counters like these to do most of the work.
If you're really determined to find the answer, it would be a fun DTrace challenge to figure this problem out by DTracing Instruments itself. Good luck :-)
I've inherited an application that uses D3D9 to display graphics full screen on monitor #2. The application works properly on a desktop machine with a GeForce 9500 GT. When I attempt to get the application running on a laptop equipped with onboard Intel HD Graphics, all of the graphics are not displayed. One of the vertex buffers is drawn but the rest are black.
I'm not very familiar with D3D, so I'm not sure where to begin debugging this problem. I've been doing some searching but haven't been able to turn anything up.
Update:
Drawing simple vertex buffers with only 2 triangles works, but anything more complex doesn't.
My gut feeling is likely the supported shader models for the given GPU.
Generally it is good practice to query the gfx card to see what it can support.
There is also a chance it could be specific D3D API functionality - you see this more so with switching between say GeForce & ATI(AMD), but of course also possible with Intel being its own vendor; but I would start by querying supported shaders.
For D3D9 you use IDirect3D9::GetDeviceCaps to query the gfx device.
links:
Post here: https://gamedev.stackexchange.com/questions/22705/how-can-i-check-for-shader-model-3-support
http://msdn.microsoft.com/en-us/library/bb509626%28VS.85%29.aspx
DirectX also offer functionality to create features for a given device level:
http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876%28v=vs.85%29.aspx
Solution #1:
Check every error code for every D3D9 call. Use DXGetErrorString9 and DXGetErrorDescription9 to get human-readable translation of error code. See DirectX documentation for more info. When you finally encounter a call that returns something other thant D3D_OK, investigate DirectX documentation for the call.
Solution #2:
Install debug DirectX drivers (should be included with DirectX SDK), examine debug messages process outputs while being run (messages are being printed using OutputDebugMessage, so you'll only see then in debugger/IDE). With high debug settings, you'll see every single problem in your app.
I am really interested in using Unity3d to develop an app.
I like the fact that I can develop once and port the app to multiple platforms (Mac/Windows/iPhone/Android), and the performance on my Mac seems to be quite good.
This will be the first time I write an app for iPhone, and I am curious about performance issues down the road. I think I will definitely use Unity3d on iPhone for a prototype, but am wondering if building an iPhone Unity3d app will use the iPhone resources as efficiently as a native app written in Objective-C.
The Unity3d site seems to suggest that Unity3d algorithms are optimized, and I thought that if I asked that question in the Unity3d forums, that would be the kind of response I would get. Ideally, I'd be interested in hearing from someone who has built an app in Unity3d and Objective-C and can compare the two.
The discussion that got me thinking about this was Andrew and Peter Mortensen's response to a question about iOS development cost, which begins "There is a much easier way to develop iPhone apps than learning Cocoa."
There are specific resources in Unity that will help with mobile development including resources, shaders, etc. that are specifically designed with mobile in mind.
You certainly won't want to take 'unoptimized' PC-quality assets and drop them into a Unity project and export that for the iOS platform as you will ensure poor/unreliable performance. What you want to do is start building out a scene using assets of similar quality to those you want for your game and then seeing what the performance is on a real device. This will give you a feel for what level of performance you can expect from your game in production.
Remember that the performance of a iPhone, iPad, iPad2, etc will vary wildly depending on what you're doing and which features you're touching. While Unity3D has been heavily optimized to deal with a variety of the scenarios, you can certainly do things like fogging which push the fill rate (a known limitation of the platform) and end up with horrendous performance.
Could you possibly get more performance out of building your application purely in Objective-C? If you have the right skillset in engine development to design a specific implementation of technology for your specific requirements - Certainly.
You just need to decide if you want to spend your time writing technology or building product. Most people who choose Unity do so because you get an exceptionally good engine which most people cannot beat the performance of (try building your own landscape engine), while at the same time getting exceptional time to market... and really its time to market that really matters in most cases.
This is an old post, but I figured I'd answer it because no one here has really got it quite right.
It's important to keep in mind that the internal core workings of Unity is entirely native. The physics engine and resultantly everything dealing with collision. The occlusion system (umbra). The entire rendering engine core. All of that is written in C/C++ and runs at full native speed on any platform. What AmitApollo says is not correct at all, the unreal engine 3 is not more direct 'native' at all when compared to unity. Both Unity and Unreal engine 3, as well as any other 3D engine like Ogre or cocos3d, their core rendering system is all written in c/c++. Some of these engines may have certain internal rendering algorithms implemented better than others, and may thus produce better performance, but this has nothing to do with whether or not they are 'native', because the internal core rendering system is native for all of them.
The internal workings of the physics engine is written in c/c++ as well, and thus the physics engine in UE3 and Unity both run at 'full native speed'.
The epicCitadel demo also does not show greater technical prowess or performance than Unity on iOS. Much of the 'visual impact' of the citadel demo comes simply from the fact that it is really good artwork. The citadel demo is not pushing any higher vertex count than what Unity could handle on iOS, the citadel demo is not demonstrating any more advanced shader or lighting techniques than what Unity can do on iOS. In fact there are more examples of Unity showing off more advanced mobile rendering techniques than what Unreal Engine 3 has demonstrated. Look at games like Shadowgun or BladeSlinger made in Unity, both these games demonstrate more advanced mobile rendering techniques than what Unreal Engine 3 has shown. Light Probes, Mobile BRDF shaders with translucency and normal mapping and well implemented dynamic mobile shadows to name a few. The vast majority of the most successful 3D games in the App store are Unity games, and Unity has thus put alot of R&D into Unity's mobile rendering performance and capabilities.
Now Unity is scripted in C# and Mono. Which does run slower than native code, about 50% slower on iOS by most estimates. But you must keep in mind that you are only doing game logic in this code. You are not writing any code in C# and Mono in Unity that deals with the working of it's internal rendering system, nor the internal workings of the physics system. You only write game logic in C#, that then interfaces with the rendering and physics core, which then executes at full native speed. Mono C# does execute slower than native C++, but if you program intelligently, I think you will find this is hardly a hindrance at all because you only do game logic in Mono C# and game logic is not necessarily CPU heavy. In my experience, it is really quite difficult to make an iPad 2 drop below 60 fps on purely game logic written in Mono C#. I have never actually been hindered by this at all.
If we are to compare to Unreal Engine 3, keep in mind that UE3 also is set up to have it's game logic programmed in a non-native language, UnrealScript. Unrealscript is a language much like Mono C# or Java, where UnrealScript is compiled down to byte code then interpreted at runtime. Meaning, just like Unity, game logic is not 'native' in UE3.
Now if you look here:
http://lua-users.org/wiki/LuaVersusUnrealScript
That is a benchmark comparing UnrealScript to C++ on a simple arithmetic operation using ints. It shows that unreal script is 1/4 to 1/20th the speed of C++.
Then have a look here:
http://www.codeproject.com/Articles/212856/Head-to-head-benchmark-Csharp-vs-NET
If you scroll down to the C# vs C++ Simple arithmetic benchmark. It shows Mono C# is 3/4 the speed of C++ doing simple int arithmetic. Mono C# is about 1/2 the speed when doing simple arithmetic with floats. The int64 and double benchmarks don't really mean much to us because typically you'll never use those in performance critical code in iOS game logic.
Now other benchmarks on there do show Mono C# at times having as bad as 1/20th the performance of C++. But these are through very specific tests, really the best apples to apples benchmark I could find are those simple arithmetic tests.
So really, since Unity's scripting runs on Mono C# and UE3 runs on UnrealScript. Unity is actually the engine that will offer you radically better performance in game logic code.
The notion that UE3 is any more advanced, or offers any more performance, or any greater graphical capability than Unity on iOS is simply not true. Quite the contrary is true.
Now it is true that if you used something like cocos3d you could potentially get better performance because your game logic could be written natively in C++ as well. But the benefits of working with a scripting language like c# to do game logic I think far outweighs the performance loss that is generally never an issue. Namely the benefits of using a scripting language for game logic is that it offers you faster iterations of design, which when doing games is really critical due to how quirky things can be and how frequently you have to recompile and test code.
However, in Unity, it is really easy to write native code plugins with the Pro version. So if you ever do have a piece of performance critical code that needs to run at native speed, you can write it in C++, compile it to a native library, then call that from Mono C#.
Also keep in mind if you are targeting all iOS devices the difference for heavy GPU graphics means drastic performance discrepancies between iPhone 3GS to 4, then from 4,4S to iPad2,& 3 Even certain games on the new iPhone5 or iPad4 could run at a higher FPS than it's predecessors. Keep in mind to keep poly's low, and of course in your terrain keep resolutions low, and even something as subtle as pixel error could drastically effect. Fog will always produce a strain. Textures > 512x512 may cause a problem, same with multiple light sources. It's much faster to have no light rendering, and bake the shadows and highlights. I also found that running in Native Resolution as opposed to best performance may hinder performance (Unity 4). Billboarding, Occlusion Culling are also topics you want to lookup. There is a fine line between looking good, and running slowly.
If performance is an issue to you, you may want a different engine altogether. A more Direct "native" engine like Unreal Engine 3 is amazing with it's capabilities. And it can do it without much overhead. Case and point, Epic Citadel Demo App running on an iPhone 4 or 3GS. Something comparable in Unity would be slow, and wouldn't quite look as sexy.
Perhaps its a good idea to take a look at other games made with Unity and see where yours fits in and what kind of performance you can expect.
http://www.youtube.com/watch?v=7aVttB25oPo
http://unity3d.com/gallery/game-list/
One asset that is helpful to increase performance on IOS is KGFSkyBox.
We found out, that unity3d skyboxes are using up to 6 drawcalls! This is guite a problem on devices having limits of max 30DCs!
We solved this by implementing KGFSkyBox which reduces the drawcalls to 1 if you have terrain (Hides bottom sky hemisphere). If you do not use terrain KGFSkyBox will render using 2 drawcalls which is still better than 6!
Check it out here:
http://u3d.as/4Wg
If you have any questions or suggestions just contact us here: support#kolmich.at