github ConfettiFX/The-Forge v1.43
Release 1.43 - May 22nd, 2020 - MTuner | macOS / iOS run-time

latest releases: v1.57, v1.56, v1.55...
3 years ago
  • Filesystem: it turns out the file system is still confusing and not intuitive. It mixes up several concepts but is not consistent and somehow favors Windows folder naming conventions, that do not exist in most of our target platforms. We did a slight first step with this release. We need to make a deeper change with the next release.
  • DirectX 11: the DirectX 11 run-time gets a lot of mileage now. For one game it went now successfully through a test center. This release holds a wide range of changes especially for multi-threaded rendering.
  • MTuner : we are making another attempt on integrating MTuner into the framework. We need it to tune memory usage in some game titles. The current version only reliably supports Windows but we try to extend it to more platforms.
    • Integrated Milos Tosic’s MTuner SDK into the Windows 10 runtime of The Forge. Combined with mmgr, this addition will provide the following features:
      • Automatic generation of .MTuner capture file alongside existing .memleaks file.
      • In-depth analysis of the generated file using MTuner’s user-friendly UI app.
      • Clear and efficient highlighting of memory leaks and usage hotspots.
    • Support for additional platforms coming soon!

MTuner
MTuner was integrated into the Windows 10 runtime of The Forge following a request for more in-depth memory profiling capabilities by one of the developers we support. It has been adapted to work closely with our framework and its existing memory tracking capabilities to provide a complete picture of a given application’s memory usage.

To use The Forge’s MTuner functionality, simply drag and drop the .MTuner file generated alongside your application’s executable into the MTuner host app, and you can immediately begin analyzing your program’s memory usage. The intuitive interface and exhaustive supply of allocation info contained in a single capture file makes it easy to identify usage patterns and hotspots, as well as tracking memory leaks down to the file and line number. The full documentation of MTuner can be found [here](link: https://milostosic.github.io/MTuner/).

Currently, this feature is only available on Windows 10, but support for additional platforms provided by The Forge is forthcoming.
Here is a screenshot of an example capture done on our first Unit Test, 01_Transformations:
MTuner

  • Multi-Threading system: especially for the Switch run-time we extended our multi-threading system to support a "preferred" core.
  • macOS / iOS run-time got another make over. This time we brought the overall architecture a bit closer to the rest of the rendering system and we are also working towards supporting lower end hardware like a 2015 MacBook Air and macOS 10.13.6. Those requirements were based on the Steam Hardware Survey.
  • there are now functions that help you calcuate the memory usage supported by all APIs: look for caculateMemoryUse / freeMemoryStats
  • Windows management got a bit more flexible by offering borderless windows and more style attributes
  • 17_EntityComponentSystem runs now better on AMD CPUs ... there were some inefficiencies in the unit test ...

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