Non-Intrusive Runtime Data Capture for Video Game Troubleshooting
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Solution Overview
Problem
Traditional methods for troubleshooting intermittent video game issues, such as glitches, are inefficient due to challenges in recreating and pinpointing the root cause, often leading to finger-pointing between software and hardware developers.
Innovation Solution
A non-intrusive system for capturing and storing run-time game data using a non-linear capture format with minimal performance impact, allowing for continuous data logging and analysis of both software and hardware parameters, facilitating the identification of issues without disrupting gameplay.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If traditional troubleshooting methods are used to investigate intermittent problems, then developers can identify and fix issues, but the process becomes time-consuming and inefficient due to difficulty in recreating and pinpointing root causes
Solution Approach 1:
The system performs preliminary data capture and storage before problems occur by continuously logging run-time game data in a non-linear format. This preliminary action preserves the state of the system at the time of intermittent problems, eliminating the need for time-consuming scenario recreation during troubleshooting.
Solution Approach 2:
The system creates a copy of the game state and performance data by capturing run-time parameters and storing them in a non-linear format. This copy allows developers to analyze the exact state during intermittent issues without needing to recreate the scenario, significantly reducing troubleshooting time.
2Measurement precision
If diagnostic tools and troubleshooting code are inserted into gaming application code, then developers can track down problem areas, but the code complexity increases and performance may be impacted
Solution Approach 1:
The system extracts diagnostic and measurement functionality from the gaming application code itself and places it in a separate debugger module. This extraction reduces code complexity while maintaining the ability to track down problem areas through captured run-time data.
Solution Approach 2:
The debugger module acts as an intermediary between the gaming application code and the analysis process. It captures run-time data without interfering with game execution, providing measurement precision while keeping the game code simple and performance-optimized.
3Measurement precision
If hardware engineers use logic analyzers to track down hardware problems, then hardware issues can be identified, but finger-pointing and blame between hardware and software developers occurs
Solution Approach 1:
The system merges hardware performance data capture and software execution data capture into a single unified non-linear storage format. This combination allows both hardware and software developers to access the same comprehensive data, eliminating finger-pointing and improving collaboration while maintaining precise problem identification.
Data Source
AI summary
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.


