Your app is set up to render as quickly as it can, with no sleeping. For such a simple scene, you're probably updating and rendering 100's of frames per second. This will naturally result in your main thread saturating a core of your CPU. There's 3 easy things you can do to fix this:
- Use VSYNC. This is done by passing "1" as the first parameter of IDXGISwapChain::Present. Doing this will cause the CPU and GPU to wait for the next sync interval, which will essentially prevent your app from running faster than the refresh rate of your display (typically 60Hz). If you're not doing very much in a frame, then your thread will spend a lot of time just waiting which will keep your CPU usage low. However if you start do a lot of CPU work for each frame, then you will see your CPU usage increase.
- Do lots of work on the GPU. If your GPU is take a long time per frame to render, the CPU will have to wait for it which will give it some idle time.
- Call Sleep(). For games this is usually not a good idea, since you want your game to achieve as high a framerate as possible. However if you're not making a game and framerate is not a concern, then it's the best way to guarantee that your thread doesn't saturate a CPU core.
Edited by MJP, 05 August 2014 - 07:25 PM.