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Game Developers Conference 2008  Optimizing DirectX on Multi-core architectures Leigh Davies Senior Application Engineer, INTEL February 2008 [email_address] ,[object Object],[object Object],[object Object],[object Object],[object Object],*Other names and brands may be claimed as the property of others
Legal Disclaimer ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Agenda ,[object Object],[object Object],[object Object],[object Object],[object Object],*Other names and brands may be claimed as the property of others
Graphics is CPU Intensive. World in Conflict* Bionic Commando* D3D Runtime and Driver account for  25-40% of CPU cycles per frame *Other names and brands may be claimed as the property of others **Performance tests and ratings are measured using specific computer systems and/or components and reflect the approximate performance of Intel products as measured by those tests. Any difference in system hardware or software design or configuration may affect actual performance Data taken on Intel® QX6700®  Processor at 2.67 GHz, NVIDIA 8800GTX  GPU, 2Gig memory. Application D3D Runtime Driver Other Legend Crysis* CPU Benchmark Crysis* GPU Benchmark
Designing the Rendering Pipeline. ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Application Direct3D *   Runtime Command Buffer Software Driver Video Card **Timings taken from msdn2.microsoft.com/en-us/library/bb172234(VS.85).aspx Render Functions *Other names and brands may be claimed as the property of others World in Conflict* 510-700 ZFUNC 1050-1150 DrawPrimative 2500-3100 SetTexture 1500-9000 SetPixelShaderConstant 3000-12100 SetVertexShader Cycles count DX9 API Call**
Balancing Future Workloads Intel ®  Roadmap Graphics  Compaction/Derivative Intel Core™ Duo · Pentium-D Intel Core™ Microarchitecture Intel Core™2 Duo,  DC Intel Xeon® 5100 65nm 2 YEARS 45nm 2 YEARS Compaction/Derivative PENRYN New Microarchitecture NEHALEM Tick Tick Tock Tock Scalable &  Configurable  Cache,  Interconnects &  Memory  Controllers Scalable  Performance:  1 to 8 Threads  &  1 to 4 Cores
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Time is Money Optimise the graphics thread. Offload as much as possible.
Agenda ,[object Object],[object Object],[object Object],[object Object],[object Object]
Overview of Graphics Driver Models ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Graphics driver can have a major impact on performance and multi-core scaling. *Other names and brands may be claimed as the property of others
Profiling Tools ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],*Other names and brands may be claimed as the property of others
Profiling Graphics with VTune™ Analyzer ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
VTune™ Performance Analyzer - Sampling ,[object Object],[object Object],[object Object],[object Object]
VTune ™   Analyzer  Views ,[object Object],[object Object],[object Object],[object Object],VTune ™   Analyzer   allows you to add your own counters.
Sampling - Display Model   XPDM   Application D3D Runtime Win32k & Dxg Display Driver Miniport Driver Videoport Kernel Mode User Mode Session  Space
Sampling - Display Model   WDDM   Application D3D Runtime Win32k User Mode Driver Kernel Driver Dxgkrnl Kernel Mode User Mode DWM Process DWM Application Process CDD Session Space
Associating Symbols in VTune ™ Analyzer ,[object Object],[object Object],[object Object],[object Object]
Symbol Information for DX10Core.dll Symbols Taken while profiling SoftParticle Sample on SDK
PIX for  Windows   CPU GPU ,[object Object],[object Object],[object Object]
Intel ®  PIX Plug-in: Beta Available Now ,[object Object],[object Object],Description Metric Name # The aggregated percentage of time that the texture units were actively processing texels. Texture Unit(s) Utilization 16 The aggregated percentage of time that the mathbox was actively executing instructions. Mathbox Utilization 15 The number of pixels that were actually written to the render target. Pixels Drawn 14 The number of texels that were fetched by the pipeline. Texel Count 13 The number of triangles that flowed through the pipeline prior to any clipping or culling. Triangle Count 12 The number of vertices that entered the pipeline. Vertex Count 11 The percentage of time that the core array is actively executing instructions. Cores Active 10 The percentage of time that any core in the array is either actively executing instructions or stalled. Cores Busy 9 The percent utilization of the front end of the GPU.  This metric shall describe the incoming command stream and does NOT describe the utilization of the array of execution units (cores). GPU Busy 8 The amount of texture memory currently utilized, normalized to MB.  Texture Memory Used 7 The amount of graphics memory currently utilized, normalized to bytes. Graphics Memory Used - bytes 6 The amount of graphics memory currently utilized, normalized to MB. Graphics Memory Used – MB 5 The amount of time spent in the display driver either busy stalled or in a sleep state, normalized to milliseconds. Driver Time Stalled 4 The amount of time spent in the display driver, normalized to milliseconds. Driver Time 3 Instantaneous frame rate normalized to seconds. (inverted frame time). Frames per Second 2 Instantaneous frame time in milliseconds. Frame Time 1
Agenda ,[object Object],[object Object],[object Object],[object Object],[object Object]
Starting Points ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],*Other names and brands may be claimed as the property of others
Making the Drivers Work for You! ,[object Object],[object Object],[object Object],[object Object],App App D3D Runtime D3D Driver D3D Driver ,[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Making the Drivers Work for You!
Threading Issues ,[object Object],[object Object],[object Object],[object Object],[object Object],Render Thread Main Thread Time (Frame n) (Frame n-1) Move Object X Render Object X Delete Object Y Render Object Y
Threading Options Front- End Logic EOF EOF Front- end Logic Back-end Render Cmd Queue Back-end Render ,[object Object],[object Object],[object Object],[object Object],Pipeline Consumer thread
Buffering Dynamic Data ,[object Object],[object Object],Fully buffered locks   Partially buffered locks   Render Thread Main Thread (Frame n) (Frame n-1) Modify Vertex Buffer 0 Render Object from Vertex Buffer 1 Render Thread Main Thread Modify Vertex Buffer 1 Render Object from Vertex Buffer 0 (Frame n+1) (Frame n) Main Thread Render Thread
Sub Threading Options Front- End Logic EOF Back-end Render Job Job Job Job Queue ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Job Job Job Job Queue
Threading the DX API ,[object Object],[object Object],[object Object],[object Object],D3D9Wrapper D3DVertexBuffer9 Wrapper D3DDevice9 Wrapper DX9 Render System D3D9 D3DDevice9 D3DVertexBuffer9 Graphics Driver Graphics Device DX9 DX10 16% increase* 39% increase* *  Theoretical increase based on amount of API work offloaded, does not include threading overhead** **Performance tests and ratings are measured using specific computer systems and/or components and reflect the approximate performance of Intel products as measured by those tests. Any difference in system hardware or software design or configuration may affect actual performance Data taken on Intel® QX6700®  Processor at 2.67 GHz, NVIDIA 8800GTX  GPU, 2Gig memory. 19.35 Other threads 10.91 Physics 23.02 NVIDIA driver 46.46 (15.82%) in DX9 Main Thread 21.88 Other threads 13.95 Physics 63.84 (28.39% in DX10+Driver) Main Thread 7.38 DX API Thread 19.35 Other threads 10.91 Physics 23.02 NVIDIA driver 39.08 Main Thread 18.12 DX API Thread 21.88 Other threads 13.95 Physics 45.72 Main Thread
Agenda ,[object Object],[object Object],[object Object],[object Object],[object Object],*Other names and brands may be claimed as the property of others
Case study: Grin’s engine * *Other names and brands may be claimed as the property of others David Potages Senior Engine Architect, GRIN February 2008 [email_address] *Performance figures discussed in this case study refer to a pre release version of the game. They are subject to change before release and are for illustration only.
Quick Engine Overview ,[object Object],[object Object],[object Object]
Quick Engine Overview ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],All the technology choices have great impact on the possible parallelization! *Other names and brands may be claimed as the property of others
Why multi-threading? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],*Performance tests and ratings are measured using specific computer systems and/or components and reflect the approximate performance of Intel products as measured by those tests. Any difference in system hardware or software design or configuration may affect actual performance Data taken on Intel® QX9650® Processor at 2.33 GHz, NVIDIA 8800GTX  GPU, 2Gig memory, Windows Vista™ Ultimate. Application D3D Runtime Driver Other Legend
Why multi-threading the renderer? ,[object Object],[object Object],[object Object],Some systems or the drivers they use can take advantage of multi-cores Rendering has low dependencies with other systems, but big data dependencies *Other names and brands may be claimed as the property of others Culling Particles batch optimizations Rendering World update Script update Sound Network Lua * PhysX ™ OpenAL *
Implementation Details ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Implementation Details ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Front- end Logic Back-end Render Flush Back-end Render Idle Front- end Logic Sync Idle Flush
Implementation Details ,[object Object],[object Object],[object Object],This will avoid contention when data is accessed in the renderer, but mirror only what is required
Results ,[object Object],[object Object],*Performance tests and ratings are measured using specific computer systems and/or components and reflect the approximate performance of Intel products as measured by those tests. Any difference in system hardware or software design or configuration may affect actual performance Data taken on Intel® QX6700®  Processor at 2.67 GHz, NVIDIA 8800GTX  GPU, 2Gig memory.
Results: Rendering Performance ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],*Performance tests and ratings are measured using specific computer systems and/or components and reflect the approximate performance of Intel products as measured by those tests. Any difference in system hardware or software design or configuration may affect actual performance Data taken on Intel® QX9650® Processor at 2.33 GHz, NVIDIA 8800GTX  GPU, 2Gig memory, Windows Vista™ Ultimate. ,[object Object]
Improvements ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],*Performance tests and ratings are measured using specific computer systems and/or components and reflect the approximate performance of Intel products as measured by those tests. Any difference in system hardware or software design or configuration may affect actual performance Data taken on Intel® QX9650® Processor at 2.33 GHz, NVIDIA 8800GTX  GPU, 2Gig memory, Windows Vista™ Ultimate.
Scalability ,[object Object],[object Object],[object Object]
Scalability ,[object Object],[object Object],[object Object],[object Object],*Performance tests and ratings are measured using specific computer systems and/or components and reflect the approximate performance of Intel products as measured by those tests. Any difference in system hardware or software design or configuration may affect actual performance Data taken on Intel® QX9650® Processor at 2.33 GHz, NVIDIA 8800GTX  GPU, 2Gig memory, Windows Vista™ Ultimate.
Issues ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Agenda ,[object Object],[object Object],[object Object],[object Object],[object Object],*Other names and brands may be claimed as the property of others
Summary/Conclusion ,[object Object],[object Object],[object Object],[object Object],[object Object]
References: ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
 

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Optimizing Direct X On Multi Core Architectures

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  • 4. Graphics is CPU Intensive. World in Conflict* Bionic Commando* D3D Runtime and Driver account for 25-40% of CPU cycles per frame *Other names and brands may be claimed as the property of others **Performance tests and ratings are measured using specific computer systems and/or components and reflect the approximate performance of Intel products as measured by those tests. Any difference in system hardware or software design or configuration may affect actual performance Data taken on Intel® QX6700® Processor at 2.67 GHz, NVIDIA 8800GTX GPU, 2Gig memory. Application D3D Runtime Driver Other Legend Crysis* CPU Benchmark Crysis* GPU Benchmark
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  • 6. Balancing Future Workloads Intel ® Roadmap Graphics Compaction/Derivative Intel Core™ Duo · Pentium-D Intel Core™ Microarchitecture Intel Core™2 Duo, DC Intel Xeon® 5100 65nm 2 YEARS 45nm 2 YEARS Compaction/Derivative PENRYN New Microarchitecture NEHALEM Tick Tick Tock Tock Scalable & Configurable Cache, Interconnects & Memory Controllers Scalable Performance: 1 to 8 Threads & 1 to 4 Cores
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  • 14. Sampling - Display Model XPDM Application D3D Runtime Win32k & Dxg Display Driver Miniport Driver Videoport Kernel Mode User Mode Session Space
  • 15. Sampling - Display Model WDDM Application D3D Runtime Win32k User Mode Driver Kernel Driver Dxgkrnl Kernel Mode User Mode DWM Process DWM Application Process CDD Session Space
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  • 17. Symbol Information for DX10Core.dll Symbols Taken while profiling SoftParticle Sample on SDK
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  • 30. Case study: Grin’s engine * *Other names and brands may be claimed as the property of others David Potages Senior Engine Architect, GRIN February 2008 [email_address] *Performance figures discussed in this case study refer to a pre release version of the game. They are subject to change before release and are for illustration only.
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