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The gprof profiler was used long before 1993. It dates back to 1982. I did game engine dev professionally in 1994 (and non-professionally before that). We pr
by jlokier 2y ago
The gprof profiler was used long before 1993. It dates back to 1982.
I did game engine dev professionally in 1994 (and non-professionally before that). We profiled both time and memory use, using GCC and gprof for function-level profiling, recording memory allocation statistics by type and pool (and measuring allocation time), microbenchmarking the time spent sending commands to blitters and coprocessors, visually measuring the time in different phases of the frame rendering loop to 10-100 microsecond granularity by toggling border or palette registers, measuring time spent sorting display lists, time in collision detection, etc.
You might regard most of those as not what you mean by profiling, but the GCC/gprof stuff certainly counts, as it provides a detailed profile after a run, showing hot functions and call stacks to investigate.
It's true that most of the time, we just changed the code, ran the game again and just looked at the frame rate or even just how fluid it felt, though :-)
- bluedino 2y agoBut was that in Watcom? I don't think gcc was on DOS until DJGPP v1 which was...1992? I don't remember if gprof was ported. iD did use DJGPP for Quake in 1996. I'm guessing they used gcc on NeXT but profiling that platform probably didn't make much sense, different compiler, different CPU, different OS... The game was written on a TurboColor which had a Motorola 68030 (?) that ran at 33MHz and supposedly only ran at 15FPS (probably as slow as a 386DX/33 at the time)
- wk_end 2y agoWatcom also had a profiler back then.
- abecedarius 2y agoYes, I remember using it in the early 90s.
- qingcharles 2y agoI was a game engine dev at the same time. We definitely profiled heavily. Microsoft had a profiler of some sort, and I believe we had a third party one too.