• Advertisement
Sign in to follow this  

how direct3d waits when not using D3DPRESENT_INTERVAL_IMMEDIATE

This topic is 1775 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

if using D3DPRESENT_INTERVAL_IMMEDIATE, the core usage is high

 

but if not using D3DPRESENT_INTERVAL_IMMEDIATE, the core usage is almost 0

 

so how direct3d waits internally, ZwWaitForSingleObject or ZwDelayExecution or some way?

 

and for D3DPRESENT_INTERVAL_IMMEDIATE, why the core usage is not 100%?

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement