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[D3D11] Inane API overhead(?)

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Anyone worked with the Aug'09 version of D3D11 much? I'm getting (what I consider to be) obscene amounts of overhead-- about 52fps just clearing and displaying the backbuffer. Granted there's a single CopyResource() call in there for MRT/offscreen buffer testing, but this does not appear to be a bottleneck as I can create a 4xMSAA target, resolve it and not see a bit of speed difference. App is running in release mode, the debug layers of the device are disabled and vsync is off. I was expecting *some* performance dips, but going from several thousand frames per second with earlier stuff (i.e. D3D10) to double digits is just 'WTF.' This is on a Radeon HD 5870, BTW.

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I don't think comparing the "performance" of a blank screen is useful, you really need to test actual triangles being drawn. You could probably test some of the DirectX samples that come in the SDK perhaps?

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I've been doing some work with D3D11 , I currently render just a terrain with 24k vertices approximately , using a simple normal mapping shader , I'm getting around 500fps with a 8600M GT. It's probably faulty drivers.

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