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!
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
- 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 ...
- 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 ...
- 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([ ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- (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. ...
- 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
- hdu5076
好题,首先观察可得w[i][j]选择只有可能两种,一种比阀值大,一种比阀值小 比阀值大就一定选满足条件最大的w,比阀值小同样一定选满足条件最大的w 那么一个最小割模型就呼之欲出了,注意w可能是负数那么 ...
- STL模板整理 priority_queue
priority_queue 优先队列是队列的一种,不过它可以按照自定义的一种方式(数据的优先级)来对队列中的数据进行动态的排序,每次的push和pop操作,队列都会动态的调整,以达到我们预期的方式来 ...
- 0103 最短Hamilton路径【状压DP】
0103 最短Hamilton路径 0x00「基本算法」例题 描述 给定一张 n(n≤20) 个点的带权无向图,点从 0~n-1 标号,求起点 0 到终点 n-1 的最短Hamilton路径. Ham ...
- 基础认证伪造工具phishery
基础认证伪造工具phishery 基础认证(Basic Authentication)被广泛应用内部网站.路由器等Web应用中.用户必须填写对应的用户名.密码才能访问Web资源.Kali Linu ...
- POJ 2932 Coneology(扫描线)
[题目链接] http://poj.org/problem?id=2932 [题目大意] 给出N个两两没有公共点的圆,求所有不包含于其它圆内部的圆 [题解] 我们计算出所有点在圆心所有y位置的x值, ...
- Python中xPath技术和BeautifulSoup的使用
xpath基本知识 XPath语法:使用路径表达式来选取XML或HTML文档中的节点或节点集 路径表达式 nodename:表示选取此节点的所有子节点 / : 表示从根节点选取 // :选择 ...
- Java高级架构师(一)第24节:加入ehcache,把工程加入到Git
ehcache的maven配置: <!-- ehcache的jar --> <dependency> <groupId>net.sf.ehcache</gro ...
- Java高级架构师(一)第18节:X-gen所需service、web层模板
以X-gen的Controller为例: package $#modulePackge#.web; import org.springframework.beans.factory.annotatio ...
- iOS中的场景转换机制的浅显分析
目前Apple推荐的场景转换的方法有以下几个: 一般的跳转方法: presentViewController Discussion In a horizontally compact environm ...
- iOS开发——使用Autolayout弹出键盘
参考: http://segmentfault.com/q/1010000002420050 http://blog.csdn.net/qq448631961/article/details/4034 ...