nvidia perfHUD

Does anyone use it ?

I do occasionally.

I’ve used it occasionally. I spend most of my time with D3D’s PIX and Intel’s Graphics Performance Analyzer.

I found perfHUD pretty useful to see what’s happening behind the screen, mostly what the passes are and how unity batches geometry, what else do you use it (or pix) for ?

Do you guys test unity on different graphics cards to tune the performances ?
From what I am seeing, Unity gets good perfs on ATI and crappy ones on Nvidia (despite all other aps showing reverse perfs)

can’t say that I get crappy performance at all on my nvidia. so I would guess people there just compare completely different generations with each other.

As for the question: I use it to find potential graphical bottlenecks / things that don’t scale as well as expected

Yes, we do. In your particular case, no, we did not test performance on GeForce GTX series (only on all earlier GeForce series). I guess we have to buy a GTX card to test, but generally GTX is not that much different from GeForce 8/9, so I was not expecting a performance drop.

What bottlenecks did you find ?
(non gfx related: I am finding a weird drop in performance after the first rigidbody impact of large magnitude - will update when isolated)

Why I allways have this error?
I try to launch my test application in Windows Vista (64 bit) with NV 9800 GTX+

148267--5403--$perfhud_error_144.png

Mainly things in shader code I’ve written and/or scene setups that just forced too much through the GPU

@Aras: I’ve a GTX280 here, I’m not seeing any kind of impact actually and I work on 2x 1920x1200 3D HW accelerated, with the 3D editor on one window and the tools (inspector, project, console, …) on the other screen, both fullscreen.
The only case where I can get it to slow down is when I work in the editor with fantastic quality and am working with the Island Demo which is very demanding with my hardware capabilities. Also on fantastic, I’ve the small shadow dist of 1200 + 4x MSAA, which is a “bit” demanding

For a quantitative comparision I likely would have to switch it out and put my “old” 8800 GTS SuperClocked 640MB in but then I guess the performance would die down just due to the massive screen size + VRAM

The only real prob I’ve seen so far with the editor on Vista64 with that gpu is kind of a ray view onto the things. I’ve not been able to nail it to a single reason (other than that it is related to a pro feature in some way as the low quality settings don’t suffer from it, likely accuracy, transparency or shadow) and can’t offer the assets on which it happens so no bug report yet. I am thought relatively sure that the root of it is actually the same as the “glowing model intersection” border as the very same disappears too.

I’m getting the same error as Neodrop. Whenever I send my standalone exe to NVPerf, I get “Cannot execute ‘filename’. Check the path and filename and try again.”

Neodrop, did you solve the problem? I’m using NVIDIA PerfHUD 6. I have a Windows XP 64 bit machine.

Thanks!

Are you making sure to use the PerfKit meant for 32-bits apps on a 64-bit machine? Unity players are 32-bits, so if you try to run the 64-bit version of PerfHUD it won’t work. You should be using this version:

Windows XP (32-bit apps on 64-bit XP)

found on:

Thank you, aebrahimi. A’ll try.
My version is 64 bit too.

This is right link :
Windows Vista (32-bit apps on 64-bit Vista)

Thank you too mutch! All works fine ;0)
I’m stupid moose; :lol:

Awesome, that worked! Thanks!