Hi and welcome to the 2023.1 release
of Intel Graphics Performance Analyzers.
I am Pamela
Harrison with the Graphics Performance
Analyzers team here at Intel.
In this video,
I will cover the updates and enhancements
we introduce in this release.
If you've been watching
these release videos over time,
you know that
I show new Intel GPU features
as we add each of them.
Over the last year and a half,
we developed many of these new features
in support of discrete
GPUs as opposed
to the traditional onboard
or integrated GPUs
that are part of the motherboard.
Now, since Intel
has a couple of performance
gaming discrete GPUs in the market
and our profiling features
have been improving,
I want to review some of them.
Highlights for this
release are metrics
pinning in Graphics Frame Analyzer.
The DX12 Ultimate features
we added in Graphics Frame
Analyzer:
Mesh Shader metrics and DXR attributes.
And then System
Analyzer’s ability
to show the load on the Performance cores
and the Efficient cores.
In addition,
in GPA
Framework
we have made some major improvements
to stream compression
and substream capture.
For Update one, we will
look at Metrics Pinning.
The amount of GPU telemetry data
increased significantly
with the release of Intel Arc
GPUs – from 100s of metrics to 1000s.
We are now able to profile
much more with GPA,
including Ray Tracing data.
However, the huge number of metrics
would take much too long to calculate,
possibly causing the application to hang.
So now we let you choose the values
you are interested in.
In the Metrics tab, we introduced Metrics
Pinning
where users can pin
their metrics of interest
and save them to various presets
to minimize metrics,
collection, time, and improve
analysis speed.
Depending on your graphics API
and the platform
where you are doing analysis
available, metrics vary.
For example, if you are using DX11,
you will not have any DXR data
because DXR is part of DX12 Ultimate.
So, if we have a frame from gpasample
and choose
GPU Duration
for both the X and the Y axis,
we will see the most time consuming
call in the frame,
so let's look at that one.
Previously
where the bottlenecks show,
we showed the pipeline stages,
but now
with the enormous number of metrics,
we only show the top bottlenecks.
A red flame
for primary bottlenecks
and an orange flame
for secondary bottlenecks.
Clicking on the bottleneck,
we see the metrics relevant
to that bottleneck
as well as the description.
Let me show you
how to select and Pin metrics
and save them to a preset
which can be used in later analysis.
The original preset
when you first open
graphics frame
analyzer includes only GPU duration.
Let's add more.
First,
If you don't want to overwrite
the current preset,
make a copy of it
by pressing the copy icon,
then rename it.
Find the metrics
you want to add and pin them.
Click the check mark
to save your new list.
Here we can see
the basic performance metrics.
Now, when you use graphics frame analyzer
on this platform,
this quick analysis
preset will be available.
For update two
we have DX12 Ultimate features
and Graphics
Frame Analyzers Mesh Shaders and DXR
Mesh Shaders are new in DX12 Ultimate.
They replace the traditional GPU
geometry processing
pipeline, allowing creation
of more detailed and dynamic worlds.
Two new types of GPU shaders
were introduced
Mass Shaders and Amplification Shaders.
Intel GPUs
fully support
these new elements providing
dedicated metrics.
Let's see how to analyze workloads
with Metric Shaders.
Here we are using a Mesh Shader
sample from Microsoft
and we'll look at some rendering calls
which have both Mesh
and Amplification Shaders.
We select the dispatch mesh call
and select the shader.
We then switch to the Metrics Tab.
I can select the quick
analysis preset with the basic metrics
we just created.
However, for mesh shader workloads,
I created a different preset
that includes mesh shader data.
Now, you can see pipeline
statistics metrics,
including the information
about Mesh and Amplification
Shaders for that call,
as well as the efficiency metrics
for that call.
For update three, DXR.
After capturing a frame
from a DXR workload,
open the frame in Graphics
Frame Analyzer.
Open the dispatch
race call
so that you can see
the details of the call.
I created a pinned
metric set for DXR
with several of the raytracing metrics.
So to understand performance of the call,
you can take a look at the metrics
and also the raytracing shaders,
the shader code,
the raytracing states
and the performance metrics.
For a final demo, we show how GPA
System Analyzer can help on the CPU side,
specifically with the loads on the
P Cores and the E Cores.
These are Performance
and Efficient cores, big and small cores.
This two core system
was introduced on our 12th
and 13th generation
Core processors, formerly
codenamed Alder Lake and Raptor Lake.
We can look at the distribution
of work across the course.
We can see the aggregation of the P Cores
and the aggregation of the E Cores.
We can also look at each core
individually.
Adding the frequency tracks,
we can see that
the P Cores have higher frequency
as they should,
because they are the bigger cores.
Before leaving you.
I want
to mention some important improvements
we have made to GPA
Framework,
our command line interface tool.
You like me, probably find it annoying
occasionally
that storage space is limited.
Over the last few releases,
we have been working on ways
to help you minimize your storage needs.
With this release,
we have made great improvements
to two features
Sub-Capture and Stream Compression.
If you retain streams
for regression testing,
they just sit there in memory.
Occupying valuable space
and streams can be really big.
Well, maybe you have a 500 frame stream
from your last
release that you want to keep
so that you can compare it
against new captures.
But maybe you don't
need the whole set of 500 frames.
Maybe there are a couple
of five frame sequences
in that ginormous stream that you need,
but you don't need the rest
of the stream.
Well now you can sub-capture
those two segments.
This major update improves
stability and allows sub-stream capture
from a wider range of DXR workloads.
This sub-capture
capability is already implemented
in GPA Framework and
we will be adding it to Graphics
Frame Analyzer in a future release.
In addition
to sub-capturing a small number of frames
from a large stream,
we have added full stream compression
with the LZ four compression algorithm.
Now using the sub-capture tool
or the full stream compression option
in the capture layer.
You can reduce the size
of GPA streams on disk.
You can expect to see file sizes
decrease
most significantly in resource
heavy workloads.
This concludes the highlights
for release 2023.1.
Try out these features
and more with our free downloads.
For the full list of updates and changes,
take a look at our release notes.
Thank you for watching.
For more information
about the Intel GPA 2023.1 release
and to download
Intel GPA for free, see the links.
Remember to like this video
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For more Intel GPA news and updates.