gDEBugger v2.0 Adds Performance Graph and Dashboard Views

Graphic Remedy is proud to announce the release of gDEBugger Version 2.0.

Version 2.0 introduces two new profiling views: Performance Graph View and Performance Dashboard View. These two views contain performance counters graphs of Win32, gDEBugger, and vendor specific graphic boards (NVIDIA and 3Dlabs), including: CPU/GPU idle, graphic memory consumption, vertex and fragment processors utilizations, number of function calls per frame, frame per second, amount of loaded textures and texels, etc. Using the gDEBugger Performance Analysis toolbar together with the new performance views enables you to find performance bottlenecks in the graphic pipeline quickly and easily.

We have also replaced the docking views and toolbars infrastructure making gDEBugger more flexible and customizable. The new "Layout Toolbar" helps you customize gDEBugger views and toolbars according to your specific task.

Download:
=======
All users may install this version. Installing this version will reset the evaluation period to 30 days. Existing gDEBugger customers who are within their maintenance license period are entitled to a free upgrade to this version using their present license file.

This new version can be downloaded from www.gremedy.com/download.php

Please note:
-----------------
- To view the NVIDIA counters, the NVIDIA instrumented driver (version 77.72 or higher) and NVIDIA NVPerfKit must be installed and used. More details are available at: http://developer.nvidia.com/object/nvperfkit_home.html

- For the 3DLabs counters, a Wildcat Realizm graphic board and the Wildcat Realizm driver (version 4.05.0794 or higher) are necessary. They are available at: http://www.3dlabs.com/support/drivers. More information about the gDEBugger-3DLabs integration is available at: http://developer.3dlabs.com/downloads/gdebugger/index.htm.

What's New in Version 2.0:
====================
Added
---------
- Performance Graph View:
- Display performance counters as continuous line graphs.
- Save the counters data in a file (.csv) - enables you to compare performance tests for your application using different hardware and driver configurations or perform regression tests (compare the performance of two versions of your application).
- The active performance counters are saved into the workspace file.
- Performance Dashboard View:
- Displays performance counter values as a collection of vertical bars.
-.NET applications debugging is now supported
- The docking views and toolbars infrastructure was replaced, making gDEBugger more flexible and customizable
- The Layout toolbar enables you to change the layout of gDEBugger views according to your specific task.
- "Debug Settings" dialog now contains an option to set debugged process Environment Variables.
- A debug log mechanism was added, aimed to help finding gDEBugger problems.
- An application splash screen was added.

Changed:
-------------
- Significantly reduced the overhead required for gDEBugger <--> debugged process communication.
- The Frame per Second heads up display now appears as a counter in the Performance Graph view instead of drawn on the debugged application window space.
- The setup program does not change the machine path. This enables running more then one instances of gDEBugger concurrently.
- The sample teapot application now renders its image continuously.

Fixed bugs:
----------------
- State variables values of a context that does not have a current thread were sometimes wrong.
- Removed an access violation that sometimes occurs when closing gDEBugger.
- “Open current context monitored function calls HTML log file” sometimes failed.
- Views sizes on high resolution screens were incorrect.
- Removed the use of Win32 sockets, reducing problems caused by Firewall programs.

Next Versions Plan
==============
In our coming versions, we plan to:
a. Integrate gDEBugger into Microsoft Visual Studio 2003 (in addition to the stand-alone application).
b. Add a buffer viewer that displays OGL buffers contents (pbuffers, VBO, back buffer, etc).
c. Enable editing shaders “on the fly” and pushing them back into the debugged application.

As always, we welcome your feedback.
Please submit your comments and suggestions to www.gremedy.com/feedback.php


Comments

Commenting will be coming soon. In the meantime, feel free to create a discussion topic on the forums.