Swapchain present slow
2018年2月26日 — I call the swapchain's present method with the flag D3DPRESENT_DONOTWAIT during a vertical blank interval. There is only one buffer ... ,2014年1月13日 — DX11 SwapChain present slow ... The problem is at swap chain present call (no vsync). ... Full loop without swap chain present: 5.87718 ms ,IDXGISwapChain::Present method (dxgi.h). 12/05/2018; 2 minutes to read ... An integer value that contains swap-chain presentation options. These options are ... ,2017年2月10日 — Digging a little deeper, we've found that the delay is specifically related to the call to Present1 on the SwapChain, which calls Present in D3D11. ,2018年12月14日 — Finally the CPU will also call Present on the swapchain associated with ... from a FSE (full screen exclusive) application is usually very slow. ,2012年1月10日 — I made a spritebatch and it can render ~8000 sprites in ~0.015 seconds, which is quite nice. But the actual feel is really sluggish. So i checked ... ,I use swapChain->Present(0, 0) but the renderer still waits for VSync (fps ... This is much better for some games because it does not delay input ... ,2012年5月1日 — Present(0, PresentFlags.None);. I just have no idea what's caused it to slow down so much, I've not made any changes to the swapchain code ... ,2016年7月28日 — I am experimenting some artifacts at the beginning of swap chain buffer ... but when I move the camera I note like a slow responsiveness.
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Swapchain present slow 相關參考資料
DirectX9: delay between present() and actual screen update ...
2018年2月26日 — I call the swapchain's present method with the flag D3DPRESENT_DONOTWAIT during a vertical blank interval. There is only one buffer ... https://stackoverflow.com DX11 SwapChain present slow - Graphics and GPU ...
2014年1月13日 — DX11 SwapChain present slow ... The problem is at swap chain present call (no vsync). ... Full loop without swap chain present: 5.87718 ms https://gamedev.net IDXGISwapChain::Present (dxgi.h) - Win32 apps | Microsoft ...
IDXGISwapChain::Present method (dxgi.h). 12/05/2018; 2 minutes to read ... An integer value that contains swap-chain presentation options. These options are ... https://docs.microsoft.com Long delay in eglSwapBuffers (D3D11 Present) after surface ...
2017年2月10日 — Digging a little deeper, we've found that the delay is specifically related to the call to Present1 on the SwapChain, which calls Present in D3D11. https://github.com Present Latency, DWM and Waitable Swapchains – jackminnet
2018年12月14日 — Finally the CPU will also call Present on the swapchain associated with ... from a FSE (full screen exclusive) application is usually very slow. https://jackmin.home.blog Swapchain->Present locks up - GameDev.net
2012年1月10日 — I made a spritebatch and it can render ~8000 sprites in ~0.015 seconds, which is quite nice. But the actual feel is really sluggish. So i checked ... https://gamedev.net swapChain->Present(0, 0) blocking - MSDN - Microsoft
I use swapChain->Present(0, 0) but the renderer still waits for VSync (fps ... This is much better for some games because it does not delay input ... https://social.msdn.microsoft. Swapchain.Present() taking far too long, causing lag - Stack ...
2012年5月1日 — Present(0, PresentFlags.None);. I just have no idea what's caused it to slow down so much, I've not made any changes to the swapchain code ... https://stackoverflow.com [D3D12] Swapchain::present() Glitches - Graphics and GPU ...
2016年7月28日 — I am experimenting some artifacts at the beginning of swap chain buffer ... but when I move the camera I note like a slow responsiveness. https://gamedev.net |