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yoelshoshan

Member Since 25 Jul 2008
Offline Last Active Today, 11:48 AM
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Topics I've Started

Measuring Latency [Solved]

01 January 2013 - 03:00 PM

Hi all,

 

I'm writing a tool to measure latency in 3d applications (mostly games).

My definition of the latency is time between:
1. First D3D command of frame N (dx is 9,10,11)

2. Actual presentation time on the GPU (imagine fullscreen, time of the actual flip)

 

I prefer not diving into kernel, and using only user code.

 

Using queries i can get:
a. CPU time of the first d3d command

b. GPU time of the present event

 

My question is, how to calculate a delta between those? They are obviously two different processors.

 

Note: assume that frequency didn't change in the middle of the test.


All i can think of is some initial synchronization phase, but it sounds a bit messy.
 

Any ideas will be highly appreciated =)


Fractional Viewports

18 July 2012 - 06:07 AM

I've seen that in DX11 it's allowed to provide "Fractional Viewports" :

"Direct3D 11 supports fractional viewports; the parameter types are floating-point numbers."
From the docs:
http://msdn.microsoft.com/en-us/library/windows/desktop/ff476260%28v=vs.85%29.aspx

Does someone here know what is the meaning of it? and what potential usage it has?

D3DXAssembleShader for D3D11 ?

16 January 2012 - 10:06 AM

Is it possible to assemble a shader in D3D11 ? (as opposed to compiling it) ?
It was possible in D3D9, i've used it.

If not, can you offer alternative methods to do it ?
Perhaps there is a way the hlsl assembly to the D3DX11 compile function somehow?

Edit: i DO NOT have access to the shaders hlsl code.

Thanks,
Yoel.

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