Doom GPU Flame Graphs
brendangregg.com
Doom GPU Flame Graphs
1–10 of 13 posts
Re: Doom GPU Flame Graphs
#2I feel like this is a very interesting development, but I can't quite put my finger on why. It's also interesting to compare with previous comments about Nvidia have much less available [1]. I wonder if tooling like this (along with Brendan and his team) could prove to be a competitive advantage for Intel?
[0] https://www.brendangregg.com/blog/2024-10-29/ai-flame-graphs... [1] https://news.ycombinator.com/item?id=41994469
Re: Doom GPU Flame Graphs
#3Re: Doom GPU Flame Graphs
#4tbh I find magic trace to be more useful https://github.com/janestreet/magic-trace
Re: Doom GPU Flame Graphs
#5This was an interesting read, along with the companion article about the early development from last year [0]. I feel like this is a very interesting development, but I can't quite put my finger on why. It's also interesting to compare with previous comments about Nvidia have much less available [1]. I wonder if tooling like this (along with Brendan and his team) could prove to be a competitive advantage for Intel? […
>A flame graph is a visualization I invented in 2011 for showing sampled code stack traces.
Another day, another lie on the internet.
I though Gregg was cool.
Re: Doom GPU Flame Graphs
#6This was an interesting read, along with the companion article about the early development from last year [0]. I feel like this is a very interesting development, but I can't quite put my finger on why. It's also interesting to compare with previous comments about Nvidia have much less available [1]. I wonder if tooling like this (along with Brendan and his team) could prove to be a competitive advantage for Intel? […
From your zeroth link, >A flame graph is a visualization I invented in 2011 for showing sampled code stack traces. Another day, another lie on the internet. I though Gregg was cool.
Re: Doom GPU Flame Graphs
#7This was an interesting read, along with the companion article about the early development from last year [0]. I feel like this is a very interesting development, but I can't quite put my finger on why. It's also interesting to compare with previous comments about Nvidia have much less available [1]. I wonder if tooling like this (along with Brendan and his team) could prove to be a competitive advantage for Intel? […
From your zeroth link, >A flame graph is a visualization I invented in 2011 for showing sampled code stack traces. Another day, another lie on the internet. I though Gregg was cool.
Why they chose that over the much more common visualization of downward call stacks that has been standard for decades is a mystery. That is the form most commonly used to display call stacks in trace visualizers since at least the early 2000s (though likely earlier).
Re: Doom GPU Flame Graphs
#8Earlier quoted context omitted.
From your zeroth link, >A flame graph is a visualization I invented in 2011 for showing sampled code stack traces. Another day, another lie on the internet. I though Gregg was cool.
Flame graph, as in a display of sampled call stacks growing upward organized per level to aggregate like call stacks, is almost certainly their invention. Why they chose that over the much more common visualization of downward call stacks that has been standard for decades is a mystery. That is the form most commonly used to display call stacks in trace visualizers since at least the early 2000s (though likely earlie…
See [1], and many others.
1: https://web.archive.org/web/20091124115438/https://graphics....
Re: Doom GPU Flame Graphs
#9Earlier quoted context omitted.
From your zeroth link, >A flame graph is a visualization I invented in 2011 for showing sampled code stack traces. Another day, another lie on the internet. I though Gregg was cool.
Flame graph, as in a display of sampled call stacks growing upward organized per level to aggregate like call stacks, is almost certainly their invention. Why they chose that over the much more common visualization of downward call stacks that has been standard for decades is a mystery. That is the form most commonly used to display call stacks in trace visualizers since at least the early 2000s (though likely earlie…
# This was inspired by Neelakanth Nadgir's excellent function_call_graph.rb
# program, which visualized function entry and return trace events. As Neel
# wrote: "The output displayed is inspired by Roch's CallStackAnalyzer which
# was in turn inspired by the work on vftrace by Jan Boerhout".
Neel's did upward "flames" and I think CallStackAnalyzer did as well from memory, so based on the ones I was familiar with this was the precedent. We were also dealing with stacks that were commonly less than 30 frames deep, so it tended to fit on the screen. Also in my original flamegraph.pl implementation was an option to invert the flame graph (--inverted), so I've always let people choose. But I guess I had to pick something as the default.Neel's was the biggest direct inspiration. I changed it to put the alphabet on the x-axis and reduced the color hues, but they look similar.
Re: Doom GPU Flame Graphs
#10Earlier quoted context omitted.
Flame graph, as in a display of sampled call stacks growing upward organized per level to aggregate like call stacks, is almost certainly their invention. Why they chose that over the much more common visualization of downward call stacks that has been standard for decades is a mystery. That is the form most commonly used to display call stacks in trace visualizers since at least the early 2000s (though likely earlie…
K See [1], and many others. 1: https://web.archive.org/web/20091124115438/https://graphics....