Ah! It’s the optimization phase of the project and I am knee deep in both CodeAnalyst and NVIDIA PerfHUD. As far as memory-leak testing goes, most, no all of the memory leak testing is done by my own custom memory manager built directly into the engine core, so no third-party leak detectors are needed by the game. AMD’s CodeAnanlyst is a utility that is invaluable when it comes to profiling applications for CPU usage and the fact that it’s free makes it even better. NVIDIA PerfHUD is probably the champion among graphics performance utilities and which, I think, is vital when it comes to bullet proofing any graphics application for GPU performance. Too bad it doesn’t support OpenGL yet, but the O2 Engine’s renderers mirror each other almost to the point where an performance enhancement under the Direct3D renderer is almost similarly experienced under the OpenGL renderer. I would have really liked PerfHUD to have supported OpenGL though. There are some issues under GL; like for instance, FBOs under OpenGL perform a tad bit slower than Render-Targets under Direct3D (on the same hardware), which I must admit has left me a little dumbfounded. Maybe it is just for my GPU (yeah My GPUs are a bit old I must say,) or maybe the drivers are at fault but I have noticed a performance variance between the two even after considerable experimentation and optimization. It would have been good to have a utility like PerfHUD to probe directly at the dra calls and/or FBO switches. I am trying my luck with GLExpert, but I am not there yet. I must however say that GLExpert is nothing compared to PerfHUD.