- SPLINTER CELL DOUBLE AGENT MUST CHECK AND RUNTIME ERROR PROBLEM DRIVER
- SPLINTER CELL DOUBLE AGENT MUST CHECK AND RUNTIME ERROR PROBLEM CODE
- SPLINTER CELL DOUBLE AGENT MUST CHECK AND RUNTIME ERROR PROBLEM OFFLINE
- SPLINTER CELL DOUBLE AGENT MUST CHECK AND RUNTIME ERROR PROBLEM SERIES
- SPLINTER CELL DOUBLE AGENT MUST CHECK AND RUNTIME ERROR PROBLEM DOWNLOAD
SPLINTER CELL DOUBLE AGENT MUST CHECK AND RUNTIME ERROR PROBLEM DOWNLOAD
A pre-release version of this utility came with PerfKit, and now you can download it from the official web site for developers. NVIDIA recommends using gDEBugger for these applications.
SPLINTER CELL DOUBLE AGENT MUST CHECK AND RUNTIME ERROR PROBLEM CODE
PerfSDK - to access performance counters from OpenGL and Direct3D applications, source code samples.NVIDIA plugin for Microsoft PIX for Windows - to import data from NVIDIA counters into the DirectX SDK debugger.PerfHUD 5.0 - a powerful utility to analyze performance of Direct3D 9 and Direct3D 10 applications.NVIDIA ForceWare instrumented driver, Performance Data Helper (PDH) interface.Performance counters may be used to determine the reasons for low performance of 3D applications and to find out how well a given application uses available GPU capacities.
SPLINTER CELL DOUBLE AGENT MUST CHECK AND RUNTIME ERROR PROBLEM DRIVER
PerfKit 5 is a bundle of programs for developers of 3D applications, which contains powerful tools to analyze performance of Direct3D and OpenGL applications using performance counters of the driver and hardware counters of a GPU. The new PerfKit 5 is available at NVIDIA web site for developers, we offer you a review of its features.
SPLINTER CELL DOUBLE AGENT MUST CHECK AND RUNTIME ERROR PROBLEM OFFLINE
The entire process of debugging and detecting bottlenecks is carried out right in an application, while other utilities use offline analysis, which is less convenient. PerfHUD compares favorably to similar utilities, as it works in real time with the analyzed application. According to NVIDIA, hundreds of PerfHUD users improved performance of their programs. PerfHUD reached this level of popularity, because it really helps developers optimize their projects in an easier and more efficient way. According to our research, PerfHUD was used to develop the following projects: Armed Assault, Gothic 3, Far Cry, Serious Sam 2, S.T.A.L.K.E.R., Dark Messiah of Might and Magic, Need for Speed: Carbon, Test Drive: Unlimited, Splinter Cell: Double Agent, GTR 2, and many others. These names are published by NVIDIA itself. Let's list some titles: Battlefield 2142 (DICE), World of Warcraft (Blizzard Entertainment), Gamebryo (Emergent Technologies) - TES4: Oblivion, Company of Heroes (Relic Entertainment), Settlers VI (Blue Byte).
The utility is successfully used to develop most popular games by all big developers. There used to be only simple debugging tools, then special tools appeared, such as PerfHUD. Pixel or vertex shaders do not limit performance separately any more, now we've got only unified shaders to worry about. The habitual approach to shifting the load from pixel to vertex shaders and back may not work here, especially if the number of vertices will be similar to that of pixels. Especially as unified shaders (vertex, geometry, and pixel ones) changed the approach to optimizing 3D applications. Complexity of pipelines has grown for the last years, and it's very difficult to make head or tail of these processes without convenient tools. General performance of an application depends on the slowest sector, so you need convenient tools to detect such bottlenecks. Video chips perform a lot of various operations with video pipes during rendering. They will need utilities to help them detect mistakes and performance bottlenecks. These tools are vital for 3D developers, because modern 3D applications are too complex to let developers use all features of the new GPUs. Now these tools are called NVIDIA PerfKit and NVIDIA PerfHUD. As you can see, both names got rid of the NV prefix. In the end of this summer, NVIDIA launched PerfKit 5, where PerfHUD suffered most changes. That outdated version of PerfKit didn't support these new features, which were vital for game developers.
SPLINTER CELL DOUBLE AGENT MUST CHECK AND RUNTIME ERROR PROBLEM SERIES
Much changed since that time: there appeared new Microsoft Windows Vista and DirectX 10 API, NVIDIA launched a new series of graphics cards based on G8x GPUs supporting this API.
We've been using PerfKit and PerfHUD all this time to analyze modern games, and game developers have been using these tools in their projects. Over a year has passed since our review of NVPerfKit 2.