State of the Art Debugging and Tuning Graphics Applications

This proposal has been accepted as a session.


One Line Summary

Developers creating high-end graphics applications on open platforms have stone age tools, but some have learned to use them well.


Fully open platforms have gained considerable credibility for demanding graphics applications over the last five years. Gone are they days when people were surprised when a game would even run on a fully open stack. Now, when an application doesn’t work, users demand to know when it will be fixed. While the situation is vastly improved for end-users, the situation for developers remains in the stone age. There is no OpenGL debugger. There is no OpenGL profiler. In spite of this, developers have managed to debug and tune their applications. The first portion of this presentation will cover the current set of best practices employed by developers today. The remainder will discuss future work to incrementally further enable developers.


graphics, OpenGL, games


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