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Using Hyper-V to Benchmark Game Rendering Paths

#1
03-14-2021, 06:50 PM
Using Hyper-V to Benchmark Game Rendering Paths

When tackling game rendering paths, Hyper-V provides an intriguing environment for benchmarking. With its capability to create multiple virtual machines, I can set up isolated instances to run different configurations and compare how each rendering path behaves under various loads. The beauty of this setup is that it can adequately mimic numerous hardware configurations without needing to physically switch machines or components.

To start, the initial focus would be on configuring Hyper-V itself. Setting up a virtual environment demands attention to several factors, including the CPU, memory allocation, and network configurations. A balanced allocation is crucial for avoiding bottlenecks that could skew the performance metrics. If, for example, you’re working on a game that heavily utilizes advanced shaders or physics calculations, you might want to allocate a significant portion of your CPU resources to match the expected performance you would see on a real gaming rig.

Using the Hyper-V Manager is straightforward. You can create a new VM with Windows 10, for instance, to serve as the base for testing. It's beneficial to use features like checkpoints to quickly revert to clean states if something goes awry during the testing phases. Once the VM is running, I recommend installing all necessary graphics drivers and performance monitoring tools. Without precise tools in place, the data collected won’t accurately reflect the rendering performance.

Now, let's discuss how rendering paths work in the context of game engines. They serve as the backbone of the graphical engine, dictating how geometries, lighting, and textures are processed. A common rendering path is the forward rendering path, which processes geometry and lighting in a single pass. This path can excel in simpler scenes but falls flat under more complex lighting scenarios since each light in a scene has to affect every object, which leads to increased computational cost.

Conversely, the deferred rendering path handles lighting differently. It initially captures all geometry data into textures, then applies lighting as a post-process effect. Because it separates the light calculations from the geometry, this method performs efficiently in complex scenes, allowing for dynamic lights without a huge performance hit. I often found that when I compared the two paths in my Hyper-V environment, the differences became apparent. Monitoring frame rates and GPU loads while adjusting scene complexities provided real-time data that shaped decisions on which rendering path to optimize further.

A powerful tool for examining performance metrics is the Windows Performance Analyzer, which integrates seamlessly into any virtual environment. While gathering performance data, I would load different scenes in the VM and switch between rendering paths while tracking metrics like CPU usage, GPU utilization, memory bandwidth, and frame time. Analyzing these data points reveals where the bottlenecks occur, allowing for targeted optimizations.

Another significant performance aspect is the choice of APIs, such as DirectX or OpenGL. Each API offers unique advantages and render methods; hence I would explore how the rendering path interacts with the API through benchmark tests. While using DirectX 12, for instance, you might discover CPU overhead reduction from improved driver efficiency and better multithreading capabilities that directly influence rendering performance.

I once ran a test using two VMs with different configurations: one using DirectX 11 and the other utilizing DirectX 12. The VRAM allocated to the VMs was identical, but the DirectX 12 VM showcased a drastic increase in frames per second, especially in scenes where multiple dynamic lights were present. I found this a compelling example of how newer APIs architecturally streamline the rendering pipeline and validate performance claims through virtualization resources.

While monitoring these performance metrics in the Hyper-V environment, it’s important to ensure the VMs are optimized for testing. This includes sufficient CPU and memory allocations, but also minimizing competing background processes that might interfere with benchmarking data. You could further tweak your Power Options within each VM, setting them to High Performance to ensure all resources are directed toward the rendering task.

Networking configurations within Hyper-V can also be beneficial, especially when considering multiplayer or cloud-gaming scenarios. If I needed to simulate network conditions or introduce latency, the Hyper-V switch allows for controlled network environments. You can practice testing across different network latencies to see how rendering paths impact gameplay experience under unreliable connectivity. By manually adjusting the packet loss or the bandwidth available to the VM, one critical finding from my tests was how lighting and resource loading could lead to perceptible delays, even if frames per second remained stable.

In the benchmarking process, logging tools play a critical role. They allow the automation of data collection over various sessions. Using something like PowerShell scripts, I could easily log metrics to files while VMs run different scenarios, greatly simplifying data collection. An example script could look like this:


$LogFile = "C:\GameRenderingLog.csv"
"Timestamp,FrameRate,CPUUsage,GPUUsage" | Out-File $LogFile

while ($true) {
$CPUUsage = Get-Counter "\Processor(_total)\% Processor Time"
$GPUUsage = Get-Counter "\GPU Usage"
$FR = Get-FrameRate -YourGameProcess
$timestamp = Get-Date -Format "yyyy-MM-dd HH:mmConfuseds"
"$timestamp,$FR,$($CPUUsage.CounterSamples[0].CookedValue),$($GPUUsage.CounterSamples[0].CookedValue)" | Out-File $LogFile -Append
Start-Sleep -Seconds 5
}


This script would log the CPU and GPU usage, along with the frame rate in real-time, giving an efficient means of capturing performance data across different configurations.

Additionally, working with snapshots enables me to run comparative tests without all the set-up time each time I switch scenarios. Snapshots can capture the current state of a VM, including its memory and hard disk configurations. This feature lets you save different configurations of the VMs, which can be returned to later for comparative results, which can illuminate the gradual improvements made.

The importance of scaling can’t be overstated either. Running a high-quality game involves not just powerful graphics but also need for managing multiple data streams, like AI processing, gameplay physics, input handling, and more. Hyper-V enables us to create additional VMs that could run specialized tasks, like simulating character AI behavior and external physics calculations, all while measuring performance implications on the main rendering task.

Considering the dedicated gaming hardware that many professional developers often need, running Hyper-V on even a moderately spec’d workstation can provide insight into how different hardware configurations interact with a game’s rendering paths. I could take a standard laptop with a mid-range GPU and run the same tests I would perform on a high-end desktop, gaining valuable insights about performance scaling between different types of hardware setups.

As more AAA games push the boundaries of graphical fidelity, developers face pressure to optimize rendering paths efficiently. Hyper-V provides a flexible platform for experimenting with various approaches, letting you hone in on performance metrics across a broad spectrum of scenarios, all while minimizing the need for significant hardware investments.

For anyone interested in backing up their Hyper-V environments seamlessly, BackupChain Hyper-V Backup has positioned itself as a competent solution for Hyper-V backup. It allows the automated backup of Hyper-V VMs while ensuring that data integrity is maintained. Features such as incremental backups not only optimize backup times but also reduce storage requirements, making it an efficient choice for developers focused on keeping their environments wrapped securely with reliable backup solutions. Advanced features like deduplication save valuable storage space while maintaining multiple restore points for VMs, which is always crucial when needing to revert to earlier configurations during testing.

When I concluded my benchmark session and reflected upon the advantages of using Hyper-V for this type of detailed testing, the convenience of resource management and scalability became apparent. I found myself able to explore and refine rendering paths with significantly less overhead than non-virtual environments. Over time, the efficiency gains made through Hyper-V became a staple in the workflow.

Philip@BackupChain
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Joined: Aug 2020
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Using Hyper-V to Benchmark Game Rendering Paths

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