Analyzing video game performance using non-intrusive capture and storage of run-time game data
First Claim
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1. A method for analyzing performance of a video game, the method comprising:
- capturing, using a frame format, run-time game data responsive to hardware of a game platform being in a minimal impact state, wherein the run-time game data comprises run-time parameters associated with execution of application code of the video game and run-time parameters associated with the hardware of the game platform upon which the application code of the video game is being executed;
storing the run-time parameters associated with the hardware of the game platform using a non-contiguous storage format in accordance with a capture sequence that is non-linear, wherein the hardware of the game platform is a graphics processor unit (GPU);
responsive to a request to review performance of the hardware of the game platform, concatenating the stored run-time parameters associated with the hardware of the game platform in accordance with the capture sequence that was non-linear; and
displaying performance data in a frame-by-frame format, based on the run-time game data captured using the frame format.
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Abstract
The performance of a video game is analyzed using non-intrusive capture and storage of game data. A non-linear capture format is used for capturing run-time game data. The run-time game data includes run-time parameters associated with execution of an application code as well as run-time parameters associated with hardware of a game platform upon which the application code is being executed. The captured data is stored in a storage medium using a non-contiguous storage format.
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Citations
20 Claims
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1. A method for analyzing performance of a video game, the method comprising:
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capturing, using a frame format, run-time game data responsive to hardware of a game platform being in a minimal impact state, wherein the run-time game data comprises run-time parameters associated with execution of application code of the video game and run-time parameters associated with the hardware of the game platform upon which the application code of the video game is being executed; storing the run-time parameters associated with the hardware of the game platform using a non-contiguous storage format in accordance with a capture sequence that is non-linear, wherein the hardware of the game platform is a graphics processor unit (GPU); responsive to a request to review performance of the hardware of the game platform, concatenating the stored run-time parameters associated with the hardware of the game platform in accordance with the capture sequence that was non-linear; and displaying performance data in a frame-by-frame format, based on the run-time game data captured using the frame format. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10)
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11. A system for analyzing performance of a video game, the system comprising:
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a game platform configured to run the video game; a debugger software module coupled to the game platform, wherein the debugger software module is configured to; capture, using a frame format, run-time game data responsive to hardware of the game platform being in a minimal impact state, wherein the run-time game data comprises run-time parameters associated with execution of application code of the video game and run-time parameters associated with the hardware of the game platform upon which the application code of the video game is being executed, store the run-time parameters associated with the hardware of the game platform using a non-contiguous storage format in accordance with a capture sequence that is non-linear, wherein the hardware of the game platform is a graphics processor unit (GPU), and responsive to a request to review performance of the hardware of the game platform, concatenate the stored run-time parameters associated with the hardware of the game platform in accordance with the capture sequence that was non-linear; and a performance monitor configured to display performance data in a frame-by-frame format, based on the run-time game data captured using the frame format. - View Dependent Claims (12, 13, 14, 15)
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16. A computer-readable storage medium that is not a transitory signal, the computer-readable storage medium having stored thereon computer-readable instructions for performing the steps of:
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capturing, using a frame format, run-time game data responsive to hardware of a game platform being in a minimal impact state, wherein the run-time game data comprises run-time parameters associated with execution of application code of a video game and run-time parameters associated with the hardware of the game platform upon which the application code of the video game is being executed; storing the run-time parameters associated with the hardware of the game platform using a non-contiguous storage format in accordance with a capture sequence that is non-linear, wherein the hardware of the game platform is a graphics processor unit (GPU); responsive to a request to review performance of the hardware of the game platform, concatenating the stored run-time parameters associated with the hardware of the game platform in accordance with the capture sequence that was non-linear; and displaying performance data in a frame-by-frame format, based on the run-time game data captured using the frame format. - View Dependent Claims (17, 18, 19, 20)
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Specification