Telemetry accomplishes its profiling by a user instrumenting an application with simple markup functions to define areas of execution. The Visualizer also enables users to understand thread interactions, watch memory activity, graph game-specific variables and send printf-style messages to the server. Once a performance hotspot is identified on screen, the Telemetry client, or Visualizer, provides an easy and intuitive method of “drilling down” into a frame’s code to identify the underlying performance issues such as lock contention, busy waits, or excess idle time. Telemetry is based on a client/server architecture, where the game transmits performance information to a server that captures and processes incoming data. “Telemetry allows game programmers to visualize execution flow both hierarchically, and linearly,” according to Brian Hook, chief developer on the Telemetry project, “and unlike profiling tools that hand you back a page of numbers to analyze, Telemetry shows, in a very visual and highly interactive display, exactly where performance hotspots are occurring, and what threads are contributing to those hotspots.” has announced the release of Telemetry, RAD’s revolutionary new programmer-driven game profiling system. New Dev Tool Shows Graphic Display of Code Bottlenecks wpengine