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#Actualgnomgrol

Posted 15 August 2012 - 04:13 AM

Thanks for your answer.
I could get rid of the clearing, but as you pointed out that is not the biggest problem here.
I assume that my timers are fine overall, when I'm calling only them FPS are on 300,000. I'm not creating any resources, all that is happening are those 3 lines and the timers.
I render in a 1920x1080 window, I want the game to be at this resolution afterwards anyway. (on 1024x768 I get 500fps)
When I draw 256*256*9 vertices in a trianglelist I am already down to 10-20 FPS.
Maybe my decribtion of the backbuffer or the depthstencilview etc. is bad, causing to loose so much performace when presenting the scene to it?
If you know a good tutorial on initialising directx11, I would apprechiate it.

#8gnomgrol

Posted 15 August 2012 - 04:12 AM

Thanks for your answer.
I could get rid of the clearing, but as you pointed out that is not the biggest problem here.
I assume that my timers are fine overall, when I'm calling only them FPS are on 300,000. I'm not creating any resources, all that is happening are those 3 lines and the timers.
I render in a 1920x1080 window, I want the game to be at this resolution afterwards anyway. (on 1024x768 I get 500fps)
When I draw 256*256*9 vertices I am already down to 10-20 FPS.
Maybe my decribtion of the backbuffer or the depthstencilview etc. is bad, causing to loose so much performace when presenting the scene to it?
If you know a good tutorial on initialising directx11, I would apprechiate it.

#7gnomgrol

Posted 15 August 2012 - 04:08 AM

Thanks for your answer.
I could get rid of the clearing, but as you pointed out that is not the biggest problem here.
I assume that my timers are fine overall, when I'm calling only them FPS are on 300,000. I'm not creating any resources, all that is happening are those 3 lines and the timers.
I render in a 1920x1080 window, I want the game to be at this resolution afterwards anyway. (on 1024x768 I get 500fps)
Maybe my decribtion of the backbuffer or the depthstencilview etc. is bad, causing to loose so much performace when presenting the scene to it?
If you know a good tutorial on initialising directx11, I would apprechiate it.

#6gnomgrol

Posted 15 August 2012 - 02:20 AM

Thanks for your answer.
I could get rid of the clearing, but as you pointed out that is not the biggest problem here.
I assume that my timers are fine overall, when I'm calling only them FPS are on 300,000. I'm not creating any resources, all that is happening are those 3 lines and the timers.
I render in a 1920x1080 window, I want the game to be at this resolution afterwards anyway. (on 1024x768 I get 500fps)
Maybe my decribtion of the backbuffer or the depthstencilview etc. is bad, causing to loose so much performace when presenting the scene to it?

#5gnomgrol

Posted 15 August 2012 - 01:21 AM

Thanks for your answer.
I could get rid of the clearing, but as you pointed out that is not the biggest problem here.
I assume that my timers are fine overall, when I'm calling only them FPS are on 300,000. I'm not creating any resources, all that is happening are those 3 lines and the timers.
I render in a 1920x1080 window, I want the game to be at this resolution afterwards anyway.
Maybe my decribtion of the backbuffer or the depthstencilview etc. is bad, causing to loose so much performace when presenting the scene to it?

#4gnomgrol

Posted 15 August 2012 - 01:19 AM

Thanks for your answer.
I could get rid of the clearing, but as you pointed out that is not the biggest problem here.
I assume that my timers are fine overall, when I'm calling only them FPS are on 300,000. I'm not creating any resources, all that is happening are those 3 lines and the timers.
I render in a 1920x1080 window, I want the game to be at this resolution afterwards anyway.

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