PIX timing capture functionality has been extracted into a separate library to offer recording of a large number of events including, among others, GPU top/end of pipe timestamps, object lifetime and memory residency/eviction in-game. https://t.co/XB0Av5Qt8h
PIX 2408.05 has been released! It adds custom texture/mesh visualizers support, faster playback, many shader debugging improvements, and a lot more:
https://t.co/BLmrgCgxxg
PIX 2310.30 is now available!
Major perf improvements (particularly the "Pipeline" tab), fast+friendlier NVIDIA plugin, hit/miss shader debugging, TLAS hierarchy tree, DXR ray viewer... and much more.
Check it out here: https://t.co/HEQAKryLEC
Don't miss our primer on #Microsoft's just-announced GPU Work Graphs in @DirectX12 🔥
📈 Enable more direct methods of solving complex problems
📈 Reduce memory constraints
📈 Improve cache utilization
📈 Improve GPU thread saturation
📈 And more!
https://t.co/jSYRu6Xe7u 👇
We’ve just released an exciting preview Agility SDK which introduces Work Graphs, a way to enable more GPU autonomy by allowing shaders to dynamically generate additional shader workloads! This release also includes Wave Matrix and accelerated AV1 Encoding https://t.co/iRd25aWGVL
We have a new PIX on Windows release, with more support for DXR & new D3D runtime features, new IHV plugins, D3D residency events in Timing Captures, and a wide range of changes to make PIX more useful! https://t.co/GzUJ0o1eZ8
@m_ninepoints The joint state isn’t valid on a compute queue. So if you transition to the joint state on a graphics queue then technically you need to transition again before you can use the resource on a compute queue. More details: https://t.co/ipwV1nh5PX
@amjazzbre@rgbaxyzw@JanOrszulik Ah thanks for figuring that out. Agreed, that should just work. I suspect Live++ is spawning a lot of processes which is tripping up PIX. We’ll investigate. Feel free to contact us again if you have other issues/questions etc.
@amjazzbre@rgbaxyzw@JanOrszulik Did you figure this out? If not then please feel free to email [email protected] and we’ll help solve the issue. We like to think that we’re responsive/helpful. I’d start by clicking Home->Output in the PIX UI and sending the log to us.
Xbox ATG (Graphics Team) is hiring!
Remote working is a thing.
3 positions open, one each at SDE 1, SDE 2 and Senior.
If anyone wants to reach out to me and get a feeling for what we're all about, my DMs are open!
https://t.co/jXmLM0OtpA
Updated PIX on Windows hardware counter documentation, including guidance for interpreting counters and counter acronym definitions on AMD, Intel and NVIDIA: https://t.co/O4d4il5kPc
@simon_coenen @createthematrix Hmm. Are you using SM6.6 bindless? That can slow down the pipeline view a lot pending some PIX changes. Otherwise the pipeline view shouldn’t have slowed down: if you can send the capture to [email protected] then we would happily investigate.
@createthematrix @simon_coenen Yeah PIX’s pipeline view shows accessed resources (not just bound), including resources accessed via ResourceDescriptorHeap etc. If it’s not working for you then please send the capture to [email protected] if possible, we’d be keen to investigate. https://t.co/ebw6zoMWuX