Profiling Games built with Unreal Engine* (NEW)
- Slow transfer of data to the GPU
- Slow or unnecessary operations
- Poor parallelism
- Tools:Intel® VTune™version 2022 - Hotspots Analysis (using User-Mode Sampling)Profiler
- Starting with the 2020 release, Intel® VTune™ Amplifier has been renamed toIntel® VTune™.Profiler
- Most recipes in theIntel® VTune™Performance Analysis Cookbook are flexible. You can apply them to different versions ofProfilerIntel® VTune™. In some cases, minor adjustments may be required.Profiler
- CPU/GPU: 11thGeneration Intel® Core™ i7-1165G7 CPU @ 2.80GHz with Intel® Iris® Xe MAX Graphics
- Operating system: Windows* 11 Enterprise
Build the Game in the Unreal Editor
- Open the game in the Unreal editor.
- Build the game. Make sure to select theDevelopmentBuild Configuration andInclude Debug Filesoptions.
Profiler and Run Hotspots Analysis
- OpenIntel® VTune™and clickProfilerNew Projecton the Welcome screen.
- Specify a project name and a location for your project.
- ClickCreate Project.
- In theConfigure Analysiswindow, set these options:
- In theWHEREpane, selectLocal Host.
- In theApplicationfield of theWHATpane, enter the path to the game executable.
- In theApplication parametersfield, enter-VTune.
- (Optional) If you want to skip profiling the start/loading phase of the game,
- In theWHATpane, open theAdvancedsection.
- UnderLimit collected data by, set a value in seconds forTime from collection end, sec. This is the duration (in seconds) before the end of the collection for whichIntel® VTune™should retain the results. The data collected earlier than this time gets discarded.Profiler
- In theHOWpane, select theHotspots analysis typeand enable user-mode sampling.
- ClickStartto run the analysis.
- Elapsed time
- Top hotspots
- Top Unreal Engine tasks
- Additional insights and guidance