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champloo

Member Since 29 Jan 2012
Offline Last Active Apr 07 2013 06:04 PM

Posts I've Made

In Topic: help with creating a structured buffer

09 January 2013 - 02:18 PM

Create your device with the D3D11_CREATE_DEVICE_DEBUG flag and it will tell you why it's failing. If i recall correctly you can't use a structured buffer as an indirect args buffer, you have to make it a raw buffer instead (ByteAddressBuffer).

 

Thank you so much. you are right, structured buffer cannot be used as an indirect args buffer.

didn't know I can create device with the debug flag, it's very helpful.


In Topic: inconsistent frametime

09 June 2012 - 12:49 AM

no I cannot feel the stutter when dragging the camera around.
I am calling timeGetTime() to get the value. and that's the value I'm using to update all my systems.

In Topic: inconsistent frametime

08 June 2012 - 11:52 PM

update:
I'm debugging on my laptop. which has two graphics cards. and I was running the app on the nvidia card.
and I tried it on the Intel card, it runs without significant stuttering, although the frame time is longer. it's something like:
0.009
0.009
0.010
0.008
...

so is it safe to say it's the graphics card?

In Topic: inconsistent frametime

08 June 2012 - 11:38 PM

Thanks for that comment,
yes it's under Visual Studio 10 with DX11.
and it still stutters outside the debugger.
Even when there is no polygon on screen, or if I reduce number of the render targets I'm using, the frame time still stutters. but in a smaller range. like:
0.002
0.002
0.005
0.001
0.002
...
it's interesting that every longer frame is followed by a shorter frame. and they add up to the average frame time.

In Topic: question about how to downsample a texture

29 February 2012 - 05:51 PM

Thanks a lot for your answers. So it seems what I'm doing now is not absolutely wrong.

One more question, do I need to change the viewport everytime I change to a render target of different resolution?

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