english is not my native language
Your post’s English was better than most native speakers’ English.
The only problem was, “an usage”, which should be, “a usage”.
You can also check the ID3D11DeviceContext::CopySubresourceRegion function and check how it performs.
Related to previous quote.
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I don’t see how the previous quote (a reminder to the audience: It was about updating the whole buffer at once) has any relevance.
ID3D11DeviceContext::CopySubresourceRegion() was the correct answer. It allows you to update a portion of the buffer, which by default means that it is also possible to update the entire buffer all at once.
Use it and check the performance. It should be fine.
And if not, use double-buffering. It requires double the vertex storage but avoids the stall when the resource you want to modify is in the command buffer waiting to be used by the GPU.
L. Spiro