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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#ActualOogst

Posted 20 August 2012 - 01:55 AM

Does DX11 have a GPU timestamp read-back API, and a requirement for GPUs to support it? DX9 is lacking this, and GL has it via an extension (not sure which GPUs do and don't support the extension though).
Being able to stamp your frames to get a value on GPU processing time would be a great base-level API requirement (like on consoles). Even if read-back is delayed, you can use a rolling average to get yourself out of trouble a few frames after vsync starts being consistently harmful.

Doesn't DirectX have some equivalent of OpenGL's fences? Fences are not exactly what you describe, but they do give some nice information on where the videocard is at the moment.

#2Oogst

Posted 20 August 2012 - 01:54 AM

Does DX11 have a GPU timestamp read-back API, and a requirement for GPUs to support it? DX9 is lacking this, and GL has it via an extension (not sure which GPUs do and don't support the extension though).
Being able to stamp your frames to get a value on GPU processing time would be a great base-level API requirement (like on consoles). Even if read-back is delayed, you can use a rolling average to get yourself out of trouble a few frames after vsync starts being consistently harmful.

Doesn't DirectX have some equivalent of OpenGL's fences?

#1Oogst

Posted 20 August 2012 - 01:53 AM

Does DX11 have a GPU timestamp read-back API, and a requirement for GPUs to support it? DX9 is lacking this, and GL has it via an extension (not sure which GPUs do and don't support the extension though).
Being able to stamp your frames to get a value on GPU processing time would be a great base-level API requirement (like on consoles). Even if read-back is delayed, you can use a rolling average to get yourself out of trouble a few frames after vsync starts being consistently harmful.

Doesn't DirectX have some equivalent of OpenGL's fences?

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