Intel's Major Overhaul for CPU & GPU Benchmarking | "GPU Busy" & Pipeline Technical Discussion

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This video talks about new tools added to the Open Source PresentMon initiative, adding the capability to monitor a new metric called "GPU Busy." In the video, we explain the rendering pipeline for frames, including discussion about game engines (e.g. Unreal Engine 5) CPU, GPU, and DirectX or API involvement in taking data and composing a frame presented to the player. This is a technical discussion with Tom Petersen, Senior Fellow (engineering) at Intel, who explains the new tools and how they can be used by end users and reviewers alike. As these are completely vendor agnostic and open source, we can apply these to reviews of all CPUs or GPUs (in Windows), and likewise the users can run PresentMon for all hardware at home. Intel hardware is not required. As background, PresentMon has already been around for many years now and is what many reviewers use for their benchmark and reviews process.

Find PresentMon here: https://game.intel.com/story/intel-presentmon/

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TIMESTAMPS

00:00 - Overhauling Monitoring
02:12 - How Rendering Frames Works
07:26 - Explaining GPU Rendering
10:51 - GPU Busy Explained
13:57 - Why Do This & Where It's Going
17:16 - Driver Overhead Explained & Lower-End Benefit
21:02 - User Interface, Overlay, & The Future

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Host, Video Editing, Writing: Steve Burke
Video Editing, Camera: Vitalii Makhnovets
Video Editing: Mike Gaglione




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