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.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.
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#ActualOogst
Posted 20 August 2012 - 01:55 AM
#2Oogst
Posted 20 August 2012 - 01:54 AM
Doesn't DirectX have some equivalent of OpenGL's fences?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.
#1Oogst
Posted 20 August 2012 - 01:53 AM
Doesn't DirectX have some equivalent of OpenGL's fences?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.