Actually, when I test it now.. Flush() solves the problem with DXGI vsync too. I'm surprised, I would have assumed Present did that optimally if called with vsync...
(I test with D3D11, but should work the same).
There's probably a good reason why this happens, as it works well in fullscreen mode without flushing. I would only use Flush and WaitForVBlank() when in window mode, to avoid messing with driver frame buffering.. and Present(1, 0) in fullscreen.. though I'm just guessing at this point.
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#2Erik Rufelt
Posted 14 November 2012 - 05:57 AM
Actually, when I test it now.. Flush() solves the problem with DXGI vsync too. I'm surprised, I would have assumed Present did that optimally if called with vsync...
(I test with D3D11, but should work the same).
There's probably a good reason why this happens, as it works well in fullscreen mode without flushing. I would only use Flush when in window mode, to avoid messing with driver frame buffering.. though I'm just guessing at this point.
(I test with D3D11, but should work the same).
There's probably a good reason why this happens, as it works well in fullscreen mode without flushing. I would only use Flush when in window mode, to avoid messing with driver frame buffering.. though I'm just guessing at this point.
#1Erik Rufelt
Posted 14 November 2012 - 05:51 AM
Actually, when I test it now.. Flush() solves the problem with DXGI vsync too. I'm surprised, I would have assumed Present did that optimally...
(I test with D3D11, but should work the same).
(I test with D3D11, but should work the same).