Overview
SN Systems' Tuner lets you capture and visualize program
behavior so that you can eliminate conflicts and bottlenecks
in your code. High performance games can now be achieved with
less guesswork.
The Tuner products have a highly advanced user interface
which provides a great deal of detailed information in an
easy to understand and visualize format. Tuner does not require
you to alter your game code in any way, and even works on
optimized release code.
You can save your captured data and easily compare it with
other captures. Finally, a quick and efficient way to see
if your code changes have improved game execution or not!
Features
and Benefits
Click
on any of the bullet points below to view more details.
- No source modification
required
The Tuner works right out of the box without lengthy
source code changes, even works on optimized release code.
- Multiple compatible
debug formats (ECOFF/STABS and DWARF)
Tuner
can analyze ELF files built by various PlayStation®2
tool vendors. ELFs built with both ECOFF/STABS (ProDG and
GNU) and DWARF (CodeWarrior) debug formats are supported.
- Real-time data
capture and instrumented functions
Tuner captures data to a host PC in real-time
while you play the game. The instrumented functions feature
lets you get accurate timing information for selected functions,
as well as all child functions, without impacting on the
normal running of your game.
- Frame by frame
analysis
Analyze data frame by frame and save it for later
comparison with your optimized code.
- Extensive data
capture
Captured
data includes: absolute cycle-count timing; instruction
count; pipeline utilization; DMA utilization (0-9); I-cache
and D-cache misses; address bus busy; total load/store accesses;
low and high order branch count; write back buffer full;
interrupts generated; vertical blank and path synchronization;
profile function usage.
- Fill/Circular buffer
support
This
allows capture of frames that create greater than 64k of
captured data (you can specify the buffer size via the Load
Elf dialog)
- Advanced user interface
and visualizations graphs
A
simple point and click on the function name is all that
is required to instrument code to obtain very detailed real
runtime performance counter metrics on any function whilst
the game is running.
- Multiple user markers
Multiple user markers enable you to zoom in on
sections of your code so you can visualize the interaction
between subsystems and performance metric data.
- Visual code performance
pointers
The Tuner displays hardware slowdowns and traps,
allowing you to improve code execution by removing bottlenecks
and reducing the amount of cache misses.
- Configurable data
collection rates
Adjust the rate that Tuner determines its metrics.
Sample less frequently for low impact, or more frequently
to obtain more data.
New
features in v1.4.0 released 29th September 2003:
- Option added to group all PC sample hits by the source
file that the function where the hit occurred belongs.
- Option added to PC sample trace context menu to copy all
function names to the clipboard.
- Added option to launch an external editor from the source
view (default is Visual Studio 6.0).
- Mouse-rollover feature added to PC Sample trace - this
highlights the line that the mouse is currently over.
- Improved Frame Sync trace in Game View to show Min, Max
and Average statistics.
- Improved Frame Time trace to include graph of frame time
as well as bar chart.
- sceSifRebootIOP is now detected and handled correctly.
Screenshots
Click
on the thumbnail images below to view a larger screenshot.
System requirements
-
Windows 2000 or XP Professional
- Sony Computer Entertainment PlayStation®2 Development
Tool DTL-T10000 or DTL-T15000.
-
Network card
Prices
Please
click here to request
a quotation, or contact sales@snsys.com
for further information.