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?
Please share ideas...maybe I am wrong but intuitively think that there is something more behind.
Thanks so much in advance.