Superluminal

@superluminal.eu

Superluminal (superluminal.eu) is a user-friendly CPU sampling profiler for C/C++, Rust & .NET on Windows, Xbox One, Xbox Series X, PlayStation 4, and PlayStation 5.

Today is a big day! We're shipping two major and highly requested updates to Superluminal: support for agentic profiling and the Linux open beta. Heck, there's even a new website! Read on... 👇

Today is a beautiful day for updates! On the Stable channel: rolling up a large number of features, perf optimizations, and QoL changes made over the past months On the Insider channel: support for our instrumentation API has been implemented on PS4 & 5! Go check it out!

We've just released a new Insider update with some much-requested features, like being able to specify env vars when running, auth support for symbol servers, and proper progress reporting for symbol downloads. And of course, many fixes & QoL improvements. Go check it out!

We've just released a new update with many fixes and QoL improvements, including the much-requested support for using the horizontal mouse wheel to navigate the timeline. Go check it out!

Another successful week using @superluminal.eu to catch code bugs remotely Used their command line tool to capture an ETW trace on a problematic build machine Opened the trace, found the issue, deployed the one line fix *and* discovered AV was configured wrong on builders Perfect 👌🏼

We've just released our first update of the new year with a lot of perf and quality-of-life changes on the Insider channel. Go check it out, and happy new year!

I am loving your series of profiling adventures, just tried to reserialize everything in a project after upgrading to unity 6, and 4 hours later I tried to take a look at why it could be this slow. It seems to just be doing a ton of repeated work per asset instead of trying to batch stuff.

Profiling with Superluminal of an full reserialization in unity6Profiling with Superluminal of an full reserialization in unity6 showing the secuence of assets being processed

A tech artist came to me and said "whenever we touch anything in a Unity shader graph, the editor stalls. It's painfully annoying." And yes, any meaningful change to the graph stalls the editor. Sometimes a bit, sometimes long. (This is a long thread. You can find it in text form on my blog.)

Improving Unity's shader graph

Hey! You can find me on Mastodon, Bluesky, or Twitter! A tech artist came to me and said “whenever we touch anything in a Unity’s shader graph, the editor stalls. It’s painfully annoying.” And yes, an...

blog.s-schoener.com

I want to talk about why Unity C# code is different. This is about editor performance, with nullable types as an example. There's some JSON parsing happening, which someone wants faster. (It has to be a JSON parser.)

Inspired by some recent work build times, I was looking at Unity's "MegaCity Metro" sample in Unity 6. I got curious about at its build times. In particular for incremental builds (fancy speak for "I pressed the build button repeatedly but only made minimal changes inbetween.")

In today's episode of "What am exactly I waiting for here?" I waited for Visual Studio to open 477 projects in a Unity Engine generated solution. It took > 15min. Did I attach a profiler? Why of course I did, because I ran out of patience and Superluminal is my only friend.

Hello, world! This is the official account for Superluminal, a user-friendly CPU profiler for C/C++, Rust & .NET on Windows, Xbox and PlayStation. Follow us to get updates on new releases and general news about our profiler. And of course, if you haven't already, go try it out! superluminal.eu

Superluminal

The new industry-standard profiler for C/C++ and Rust on Windows, Xbox One and PlayStation 4. Trusted by AAA game developers all over the world.

superluminal.eu