At least on OSX, you have the bundled tools with XCode: OpenGL profiler app (more basic, but that starts to give you hints), Shark, and Instruments for various CPU/system monitoring...
Le 24 mars 2010 à 17:38, Dalai Felinto a écrit : > Complementing: > gdebugger has a trial for 7 days and is cross-plataform. The price is not > cheap ($790 Node Locked and $2450 Floating - * Linux has only floating) but > I believe they are other tools out there that can do similar and are open > software. Not sure about interface, performance, ... > > Cheers, > Dalai > > 2010/3/24 Dalai Felinto <[email protected]> > >> Hi folks, >> I watched the following video and I'm quite impressed: >> http://nvidia.fullviewmedia.com/gdc2010/13-avi-shapira.html >> >> In BGE current profiling the whole Rasterizer is keep as an unique entry. >> With this debugger you can actually see where is the actual bottleneck >> (Fragment, Vertex, ...). The same can be applied for Blender I believe. >> >> When I find time I'll try to run it on simple BGE demos. I have a feeling >> that this can help to fix some bugs we have (e.g. alpha flickering). Also >> from a user perspective, that sounds as a handy tool to help >> game optimization (assuming we can tackle the main BGE GL problems that may >> be present). >> >> Maybe an interesting GSOC for someone? (to implement openGL Rasterizer >> profile and fix/optimize BGE openGL errors)? >> >> Cheers, >> Dalai >> >> http://blenderecia.orgfree.com >> > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
