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Present method is taking for too long...

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Hi everyone!

Just wanted to check out if those times are common or not.

Actually in the render loop the time consumption is shared by this processes(high level view):

- World ( 0.000482142845 sc )

- Shadows ( 0.000348214293 sc )

- Post processing ( 0.000352678559 sc )

- UI ( 0.000214285712 sc )

- Present ( 0.0351071432 sc )

 

As we can see the Present method which is the direct call to the directX API in the way d3dDevice->Present( NULL, NULL, NULL, NULL ) is geting huge time compared with any other process.

- I am actually using vsync off.

- SwapEffect       = D3DSWAPEFFECT_FLIP or D3DSWAPEFFECT_DISCARD

So my question now is... is that normal? am I be doing something wrong? is there a common fast way to prepare everything for a faster Present?

May someone please enlight me? :D

Please share ideas...maybe I am wrong but intuitively think that there is something more behind.

 

Thanks so much in advance.


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