NVIDIA Corporation - Special Call - NasdaqGS:NVDA
NasdaqGS:NVDA
Aurelio Reis [Executives] 💬
Aurelio Reis discussed various aspects of NVIDIA's Nsight tools, focusing primarily on Nsight Graphics and its capabilities for optimizing graphics and ray tracing workloads. Here’s a detailed summary of his insights:
Introduction to Nsight Graphics
- Nsight Graphics Overview: It is one of the tools offered by NVIDIA for game developers to optimize their graphics and ray tracing pipelines.
- Nsight Systems: Recommended as a starting point for developers to understand the overall performance of their application and identify bottlenecks.
- Nsight Perf SDK: Allows real-time performance analysis directly from the application, enabling integration into continuous integration solutions.
Nsight Graphics Features
- Ray Tracing Workloads: Nsight Graphics supports the analysis of ray tracing workloads, including dispatch rays functions and various shader types.
- Acceleration Structures: Essential for real-time ray tracing, Nsight Graphics allows developers to inspect and optimize these structures.
- Opacity Micro-Maps: A new technology that reduces polygon counts while maintaining complex-looking textures, improving performance.
- Complexity Analysis: Heat maps and other views help assess the complexity of scenes and identify potential performance issues.
- Bounding Volumes and Overlaps: The tool highlights areas where bounding volumes overlap unnecessarily, leading to inefficient ray tracing.
Ray Tracing and Path Tracing
- Path Tracing Explanation: Path tracing uses ray tracing to simulate light bounces and achieve realistic global illumination effects.
- Advantages of Ray Tracing: Provides more accurate and realistic lighting compared to traditional rasterization techniques.
Shader Profiling
- Shader Timing Heat Map: Helps identify the most expensive parts of a scene on a per-pixel level.
- Shader Profiler: Analyzes the efficiency of shader execution on the GPU, highlighting issues like divergence and stalls.
- Thread Instructions Executed: Metrics that indicate where reordering threads might improve performance.
Divergence and Shader Execution Reordering (SER)
- SER Explanation: Minimizes divergence by sorting rays for more coherent execution.
- Thread Reordering: Developers can use SER to reorder threads, improving coherence without extensive code modifications.
Best Practices
- Integration with Visual Studio: Nsight tools integrate with Visual Studio, streamlining the development workflow.
- Samples and Documentation: NVIDIA provides samples and documentation to help developers learn best practices.
- Feedback Mechanism: Developers can provide feedback through a talk box in the tool to suggest features or report bugs.
GPU Trace
- Unified Timeline: Shows the throughput of GPU hardware units and graphics API activities.
- Dispatch Rays Call: An example of a slow call and how to resolve it using Nsight Graphics.
Conclusion
- Nsight Graphics Usage Tips: Start with Nsight Systems, then use Nsight Graphics for more detailed graphics analysis.
- Trace Analysis: A feature that analyzes trace data and suggests areas for optimization based on best practices.
- Nsight Graphics vs. Nsight Systems: Differences in focus and recommended usage scenarios.
- Unreal Engine Integration: Challenges and potential solutions for profiling within the Unreal Engine editor.
Q&A Session Highlights
- Nsight Aftermath: Integration and usage for crash analysis.
- Concurrent GPU Activity: Troubleshooting unexpected events in GPU traces.
- Trace Analysis: Using the feature to make sense of profiler data.
- Unreal Engine Profiling: Recommendations for profiling in Unreal Engine.
- Particle System Optimization: Using markers to isolate and optimize specific parts of the game, such as particle systems.
Aurelio emphasized the importance of using markers to delineate workloads and provided detailed explanations of various features within Nsight Graphics, offering practical advice for developers looking to optimize their applications.
Zach Lo [Executives] 💬
Here is a detailed summary of what "Zach Lo" has said in the NVIDIA Corporation Special Call transcript:
-
Introduction:
- Welcomes everyone to the discussion about Nsight Graphics.
- Mentions Aurelio Reis, the Software Engineering Director of Graphics and Developer Tools at NVIDIA.
-
Nsight Graphics Overview:
- Highlights the importance of Nsight Graphics and how it can help developers understand and optimize performance.
- Notes that the tool is available for free on the nvidia.zone website after creating an account.
-
Nsight Graphics Pro Version:
- Mentions that Nsight Graphics has a Pro version that provides additional low-level information useful for professional developers.
- Advises developers to contact DevTech or DevRel for access to the Pro version or email [email protected].
-
Holistic Development Platform:
- Agrees with Robbie Jensen that the Nsight tools work together harmoniously to form a holistic development platform.
- Explains how Nsight Systems and Nsight Graphics complement each other in diagnosing performance issues.
-
Beginner Developers Guidance:
- Offers advice for beginner developers on where to start with the tools and how they can use the tools to identify and debug performance issues.
-
Visual Studio Integration:
- Points out that Nsight tools integrate into Visual Studio, making it easier for developers to use them without having to switch between different environments.
-
Nsight Graphics User Interface (UI):
- Observes the main UI for Nsight Graphics and how it can be used to analyze a game's performance, using Cyberpunk as an example.
- Discusses the importance of the events list in the UI and how it can be used to identify performance bottlenecks.
-
Acceleration Structures:
- Comments on the visualization of acceleration structures and how they can help optimize performance by identifying overly complex structures.
- Notes the usefulness of colorization in the acceleration structure viewer and mentions the Opacity Micro-Maps technology.
-
Ray Tracing Workloads:
- Reflects on the importance of optimizing ray tracing workloads and how Nsight Graphics can help with this process.
-
Path Tracing and Optimization:
- Observes the importance of good optimization when using full ray tracing, like path tracing, and how every object can effectively be emissive.
-
Shader Profiling:
- Acknowledges the importance of shader profiling and how it can help developers understand the performance of their shaders.
-
Divergence and Shader Execution Reordering (SER):
- Reflects on the importance of minimizing divergence in ray tracing and the benefits of Shader Execution Reordering (SER).
-
Closing Remarks:
- Expresses appreciation for the discussion and acknowledges the value of the information shared.
- Mentions plans for future webinars on other Nsight tools, such as Nsight Systems and Aftermath SDK.
- Encourages viewers to participate in the live Q&A session and to submit questions.
-
Q&A Session:
- Invites questions from the audience and facilitates the Q&A session.
- Asks questions on behalf of the audience, such as about the concurrent GPU activity in Nsight Trace and profiling particle systems with Nsight Graphics.
-
Closing:
-
Thanks Aurelio Reis, Robbie Jensen, and Jeffrey D. Fisher for participating.
-
Encourages the audience to keep in touch and provides links for further engagement.
-
Announces future episodes and encourages continued participation.
-
Robbie Jensen [Executives] 💬
Robbie Jensen provided several insights and questions during the NVIDIA Corporation Special Call transcript. Below is a detailed summary of his contributions:
-
Introduction to Nsight Tools Harmony:
- Robbie highlighted that the four Nsight tools work together harmoniously, designed to complement each other.
- He emphasized that they are built to work cohesively and feed into each other, providing examples of how developers might use them together.
-
Advice for Beginner Developers:
- Robbie addressed beginner developers who might feel overwhelmed by the tools, suggesting they start by using all the tools together as a holistic development platform.
- He explained that the tools often tell developers where to start by identifying performance issues that require attention.
-
Nsight Systems Overview:
- Robbie mentioned using Nsight Systems to get an overview of the entire system’s performance, noting it can pinpoint areas where the GPU spends significant time.
- He advised developers to use Nsight Graphics to examine these areas in more detail.
-
Nsight Graphics as a Development Platform:
- Robbie reinforced the idea that Nsight Graphics and other tools together form a fully-fledged development platform, complementing existing development environments.
- He explained that the tools capture gameplay and present timelines of performance and hardware throughput, highlighting areas needing optimization.
-
Nsight Tools Integration with Visual Studio:
- Robbie noted that the tools integrate with Visual Studio, allowing developers to use a singular project for development and profiling.
-
Ray Tracing Optimization Example:
- Robbie discussed an example of optimizing a ray-traced game environment, mentioning the importance of examining acceleration structures and bounding volumes in Nsight Graphics.
- He explained how seemingly insignificant objects with high polygon counts can unexpectedly consume GPU resources and how Nsight Graphics can help identify and optimize them.
-
Acceleration Structures Colorization:
- Robbie asked about the colorization in the acceleration structure viewer, whether it corresponds to anything specific or is merely for differentiation.
- He further discussed the visualization of Opacity Micro-Maps and other features related to acceleration structures.
-
Path Tracing Profiling:
- Robbie inquired about the differences between profiling path tracing and ray tracing, considering the additional complexity involved in path tracing.
- He discussed the benefits of path tracing in achieving more realistic lighting effects and the importance of good optimization.
-
Bounding Volumes and Ray Tracing Efficiency:
- Robbie asked about the role of bounding volumes in ray tracing efficiency, understanding whether they are automatically determined by engines or controlled by developers.
- He discussed the importance of optimizing bounding volumes and acceleration structures for better ray tracing performance.
-
Nsight Graphics and Ray Tracing Features:
- Robbie commented on the detailed features of Nsight Graphics related to ray tracing, including the examination of acceleration structures and bounding volumes.
- He highlighted the importance of optimization in ray tracing and the role of Nsight Graphics in facilitating this process.
-
Shader Profiling and Optimization:
- Robbie engaged in a discussion about shader profiling, divergence, and stalls, exploring how Nsight Graphics can help developers optimize shaders for better performance.
-
SER (Shader Execution Reordering):
- Robbie asked about the implementation of Shader Execution Reordering (SER) and how to effectively use it in the right places for optimal performance.
- He discussed the importance of minimizing divergence in ray tracing and the role of SER in achieving this.
-
Nsight Aftermath Introduction:
- Robbie introduced Jeffrey D. Fisher, an expert in Nsight Aftermath, and asked him to explain how Nsight Graphics works alongside Nsight Aftermath and how to use it.
-
Nsight Tools Tips and Future Webinars:
- Robbie thanked Aurelio Reis for the detailed tour of Nsight Graphics and ray tracing profiling.
- He mentioned plans for future webinars covering other Nsight tools like Nsight Systems and Aftermath SDK.
-
Live Q&A Session:
- Robbie participated in the live Q&A session, moderating questions and engaging with the audience.
Throughout the call, Robbie played a key role in facilitating discussions, providing insights, and guiding the conversation to ensure that both experienced and beginner developers could benefit from the information presented.