结合这个图示来看:https://dl.dropboxusercontent.com/u/32077444/nsight.pdf

1) The bars you see in the Summary Page of the Profiler represent the % bottlenecked that unit was for the selected draw call(s). This gives you a feel for which part of the pipeline to go after for optimization opportunities, rather than just trying things and seeing if the FPS changes. So, in your case, you are showing ~75-80%, which means you can try and improve your shader source and that should help the performance of the 5 draw calls in your selected Draw Call Group. Note that a unit doesn’t have to be a 100% bottleneck for it to be worth investigating for changes. Even if it is a bottleneck 10% of the time it still prevented you from achieving the optimal throughput for a given call, so if you are, say, 20% texture bound you can still investigate the standard optimizations like filtering and mipmapping to see how it impacts perf.

2) The gaps in the Frame Timings graph are sometimes uncontrollable. It can be helpful to run an analysis session on your frames to get a feel for how full your command buffers might be and what might cause the gap (such as resource uploads, etc.). We don’t really give out more details in that screen and without a repro it is hard to tell exactly what caused the gap.

3) You asked about the 3 timing values in the Frame Timings and what might be considered “good”. The 3 values represent 2 ways to measure the draw call timing and 1 calculated value:

a.EPC/Empty Pipeline Cost: This is measuring each draw call, one at a time, as it flows from the top to the bottom of the pipe. We add a flush before and after each call so you can consider this an absolute cost for the draw call, not taking anything else like pipeline width, resource contention (both positive and negative), etc. into account. This is helpful to know how much each draw call costs in isolation.

b. FPC/Full Pipeline Cost: We measure this value with all draw calls in flight but bookended by pipeline reports that give us the start time for each draw call (first vertex being processed) to the end (last fragment being retired to the frame buffer). This means that any resource contention such as hitting the texture unit and either warming or dirtying the cache, having so many threads around that the shader units are fully occupied and cannot start on new work, is all taken into account. This gives you a “real world” cost for every draw call.

c. IDC/Incremental Draw Cost: This is a calculated value that takes into account any overlap you might see in draw calls. Say you have 2 identical draw calls, each one basically takes up ½ of the full pipeline width. Each one’s EPC and FPC are likely to be very close, but if they only take up ½ of the width the incremental or additional cost of that second might actually be 0…it is able to be executed fully in parallel with the first call. So, the FPS would be the same, 1 draw or 2, and the IDC would be full cost for the first call and 0 for the second.

4) On the Memory Screen, you asked if there was a breakdown per shader or draw request. This is what we have the state buckets for. By pressing the button on the tool bar, you can group draw calls be shared state (in this case you can say the shader in question) and then you will see the stats for just those draw calls. You can also do it based on performance markers, so you can group them pretty much however you want.

5) On the Memory Screen, you asked if the 330k was read or write and it is the sum. We don’t yet break out read vs write but could consider it for a future enhancement.

6) Your other question on the Memory screen was what the 3.6GB of bandwidth between L2 and Memory was and that is the number of bytes written. I must confess that I am puzzled by the number because it should be basically the sum of write operations that go through the L2 and most of them should come via the Framebuffer unit. If I can get access to your app it would help me understand if we have a bug there or just a number that isn’t reported.

7) On the Bottleneck screen, you asked about drilling into the shader bottleneck information. We don’t currently support this but it is a feature that we have considered and already laid some of the ground work for in our CUDA tools. I will add you to the list of requestors for that capability.

8) You asked how the Framebuffer could be a bottleneck if rendering a full screen quad and that is because in NVIDIA language, the Framebuffer represents basically the memory controller. All requests for memory, from the blending unit, texture unit, shader, etc. all go through the Framebuffer unit. Are you doing lots of lookups in draw call 116?

9) Utilization is generally trying to show you how much of the available horsepower you used for the amount of time the draw call took. To gain details I would need to know what your workload was and possibly sample additional data, but it is possible the shader unit is underutilized because it was bottlenecked waiting for data inside of the shader unit, like L1 values to return, local memory, or other resource contention.

NSight统计数据的颜色,缩写意义是什么?来自NV Jeff Kiel 比较官方的解释!的更多相关文章

  1. mysql按月,按日分组统计数据

    group by DATE_FORMAT(createtime,'%Y-%m');//按月统计数据 group by DATE_FORMAT(createtime,'%Y-%m-%d');//按天统计 ...

  2. mysql的if用法解决同一张数据表里面两个字段是否相等统计数据量。

    MySQL的使用用法如下所示:格式:if(Condition,A,B)意义:当Condition为true时,返回A:当Condition为false时,返回B.作用:作为条件语句使用.mysql的i ...

  3. 转载:SQL按照日、周、月、年统计数据的方法

    转载源:http://www.jb51.net/article/42613.htm SQL按照日.周.月.季度.年统计数据的方法 方式一: --按日 select sum(consume),day([ ...

  4. mysql如何按周统计数据?

    转自:https://www.cnblogs.com/wanghetao/p/3920124.html MySql 按周/月/日统计数据的方法 知识关键词:DATE_FORMAT  select DA ...

  5. sar网络统计数据

    sar是一个研究磁盘I/O的优秀工具.以下是sar磁盘I/O输出的一个示例. 第一行-d显示磁盘I/O信息,5 2选项是间隔和迭代,就像sar数据收集器那样.表3-3列出了字段和说明. 表3-3    ...

  6. IC卡复位应答ATR的数据元和它们的意义

    ISO/IEC 7816-3标准中对ATR的数据串和数据元做了规定和描述.ATR的数据元和它们的意义: 数据元 说明 TS 起始字符 T0 格式字符 TA1,TB1,TC1,TD1,... 接口字符 ...

  7. sql不重复的查找统计数据(经典)

    例表如下: 表名:MYTEST TID    COL1    COL2     COL3 1           1           A            A2           1     ...

  8. (转载)MySQL 统计数据行数 Select Count

    (转载)http://www.5idev.com/p-php_mysql_select_count.shtml 统计数据行数 SELECT COUNT() FROM 语法用于从数据表中统计数据行数. ...

  9. HDU 2017 一系列统计数据

    一系列统计数据 Time Limit: 2000/1000 MS (Java/Others)    Memory Limit: 65536/32768 K (Java/Others) Total Su ...

随机推荐

  1. [libgdx游戏开发教程]使用Libgdx进行游戏开发(8)-粒子系统

    没有美工的程序员,能够依赖的还有粒子系统. 这一章我们将使用libGDX的粒子系统线性插值以及其他的方法来增加一些特效. 你也可以使用自己编辑的粒子效果,比如这个粒子文件dust:http://fil ...

  2. Ionic2 window开发环境搭建

    1.软件安装 Node.jsCordova & Ionic CLIJava SDK (一定要安装jre1.8)Android SDK 可根据链接http://www.jianshu.com/p ...

  3. (十三)MySQL主从复制

    (1)工作原理 (2)主从实现 1) 环境介绍 cat /etc/redhat-release CentOS Linux release 7.3.1611 (Core) MySQL版本:5.7 mys ...

  4. (一)Centos7安装zabbix3.4 server端

    (1)环境准备 关闭firewalld和selinux systemctl stop firewalld systemctl disable firewalld #sed -ri '/^SELINUX ...

  5. 计蒜客 31458.Features Track-滚动数组+STL(map)连续计数 (ACM-ICPC 2018 徐州赛区网络预赛 F)

    F. Features Track Morgana is learning computer vision, and he likes cats, too. One day he wants to f ...

  6. Codeforces 180C. Letter

    题目链接:http://codeforces.com/problemset/problem/180/C 题意: 给你一个仅包含大写字母和小写字母的字符串,你可以将让小写字母转化为大写字母,大写字母转化 ...

  7. 操作JSON————精品

    使用背景: JSON(JavaScript Object Notation) 是一种轻量级的数据交换格式,采用完全独立于语言的文本格式,是理想的数据交换格式.同时,JSON是 JavaScript 原 ...

  8. 1.2(Spring学习笔记)Spring中的Bean

    一.<Bean>的属性及子元素 在1.1中我们对<Bean>有了初步的认识,了解了一些基本用法. 现在我们进一步理解<Bean>属性及子元素. 我们先来看下< ...

  9. Scala实战高手****第2课:Scala零基础实战入门的第一堂课及如何成为Scala高手

    val声明的不可变的战略意义:1.函数式编程中要求值不可变,val天然符合这一特性:2.在分布式系统中,一般都要求值不可变,这样才能够要求分布式系统的设计和实现,同时拥有更高的效率,val声明的内容都 ...

  10. Centos 6.5 优化 一些基础优化和安全设置

    原文链接:http://www.centoscn.com/CentosSecurity/CentosSafe/2015/0424/5263.html 本文 centos 6.5 优化 的项有18处: ...