Friday, January 17, 2014

GL Game Devs: Please Send Us Your Game Traces!

We're going through all games in the Steam Linux catalog to ensure they are compatible with our new GL tracer/debugger toolset (VOGL). But this is backwards looking: what we really want is to ensure our full-stream tracing and state snapshot/restore code is compatible and correct with your new (most likely unreleased) GL code.

So if you would like to help right now, please use apitrace (on any "big" GL platform: Linux/OSX/Windows) to make a 30-90 second trace of your app's gameplay:
https://github.com/apitrace/apitrace

The more representative the trace is of your actual (end-user) GL usage, the better. We're especially interested in advanced GL 3.x/4.x usage patterns, or any new extensions you use. We'll add your trace to our private correctness and regression testing repo. We'll replay your trace, capture it with our tools, and take it from there.

E-mail me (richg at valvesoftware dot com) with the location, or for very large traces that are too big for dropbox, etc. we'll set you up a private FTP site.

Also, if your game is already on Steam Linux and you're actively debugging GL issues I can move your app to the top of the testing list.

12 comments:

  1. Are you also interested in OpenGL ES traces?

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  2. I'm working on a desktop game with libgdx: are you interested in advanced usage only or are GLES traces good enough for the task?

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  3. Why dont you guys just open source it now?

    Developing open source projects behind closed doors like Google does with Android only creates a rift between your team of developers and the open source community.

    In other words, yes we want a badass gl debugger, but some of us may want things like gl4.2 or gles support sooner rather than later. I mean why prolong it?

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    1. Hi Roger - We're releasing in stages, and we'll pay close attention to the feedback we get after each stage. We've been continually surprised (and sometimes overwhelmed) with how immense the GL API is, and how difficult it can be to trace/replay on all the drivers. So we're first going to get feedback from a bunch of driver devs at AMD/Intel/NVidia. After that we'll expand the beta to a few Linux game devs, and then go for the full public release. After each stage we'll be able to (hopefully) accurately gauge where we're *really* at with our GL compatibility.

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    2. Yes I understand the way you guys are developing opensource software.
      What I dont understand are the reasons Valve feels its necessary to develop FLOSS projects behind closed doors even if its only for a short time period.

      In other words, why are you guys using the "cathedral" model?
      http://www.catb.org/~esr/writings/cathedral-bazaar/cathedral-bazaar/index.html#catbmain

      I know im not the only linux developer that is frustrated by the lack of transparency.

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  4. @Roger Roach, they are working on it and it *will* be opensource, http://richg42.blogspot.com.br/2014/01/vogl-opengl-tracerdebugger-bonus-content.html?showComment=1389950449081#c343074267754586249

    I'm also working on a desktop game with libgdx, and i would be happy to help you out guys with my traces, if they are what you are searching for, but since libgdx is mostly GLES-based due to Android, i would like to know if you are interested in this sort of thing as well: my game will be desktop-only at the moment, but not really that "advanced GL 3.x/4.x usage", is it fine anyway?

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    1. We only support regular (non-ES) GL for the time being. Any type of game is fine - I've been amazed at what even seemingly simple 2D GL games actually do with the API.

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  5. Also, it's worth noting that vogl's tracer/tools/UI work fine on non-Steam apps too. (You don't need Steam to even be installed.) Also, it's a GL debugger, not just a graphics oriented debugger. So you can debug compute apps, or apps that just link shaders and never render anything, etc.

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  6. Do you know https://github.com/XenonofArcticus/GLSL-Debugger ?

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  7. Are you interested in opengl game running lwjgl, java?

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  8. This comment has been removed by a blog administrator.

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