• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
BornToCode

DX11
DirectX11 Random Stuttering.

4 posts in this topic

The application i am developing when playing back movies. Everything plays fine,But every now and then the frame will stutter and then it will start to play smooth again. I have checked all the timing and update clock is always around the 30fps which the movies is encode at. The Engine is running at 60fps which the time stamp between frame is always 16 tp 17 ms which is also correct. So i am kind of confuse why would it stutter out of nowhere. Have anyone ever experience a similar problem with DX11 where they get random stutter and knows how to fix that issue. I have

been tackling this problem for the past month now and i have not been able to find a solution. So anything anyone may now, i would greatly appreciate it. Once again, if you need any more info, just ask.

0

Share this post


Link to post
Share on other sites

Here's some thoughts:

 

- NTSC movies aren't 30 FPS. They are 29.97 FPS. Double check the frame rate is actually 30.

- Does this happen at regular intervals, or is it random?

- What code are you using to do the timing and frame rate limiting?

 

If all else fails, I'd suggest making use of Xperf to record a trace which will let you examine what happened afterwards. You can even add your own events to the trace.

 

The main downside is that it's not a simple tool to get started with.

2

Share this post


Link to post
Share on other sites

When you are testing it, are you running a release build and running outside of the IDE?  I have had issues in the past with certain DX11 drivers that would have a periodic dip in performance for a single frame, and it only occurred in a debug build.

2

Share this post


Link to post
Share on other sites

Here's some thoughts:

 

- NTSC movies aren't 30 FPS. They are 29.97 FPS. Double check the frame rate is actually 30.

- Does this happen at regular intervals, or is it random?

- What code are you using to do the timing and frame rate limiting?

 

If all else fails, I'd suggest making use of Xperf to record a trace which will let you examine what happened afterwards. You can even add your own events to the trace.

 

The main downside is that it's not a simple tool to get started with.

I am using QueryPerformaceCounter/Frequency to do all timing.  It happens at random. The frame limiting is handle by the Present function where i have vsync turn on.

Edited by BornToCode
0

Share this post


Link to post
Share on other sites

When you are testing it, are you running a release build and running outside of the IDE?  I have had issues in the past with certain DX11 drivers that would have a periodic dip in performance for a single frame, and it only occurred in a debug build.

I have tried it both ways and the problem occurs, both in debug/release. I even restarted my machine with nothing else running and try it, Yet it kept happening randomely. I have tested the same thing on xp/dx9 and it does not stutter. It only seems to happen with DX11 on Win7 so far. I have not tested it on Win8

 

Another thing i want to mention is that sometimes i notice that my movies fall sometimes even 5 ms behind on some random frames from time to time, which makes no sense.

This is driving me crazy. It happens on any movies i throw at the system.

Edited by BornToCode
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0

  • Similar Content

    • By lonewolff
      Hi Guys,
      I am revisiting an old DX11 framework I was creating a while back and am scratching my head with a small issue.
      I am trying to set the pixel shader resources and am getting the following error on every loop.
      As you can see in the below code, I am clearing out the shader resources as per the documentation. (Even going overboard and doing it both sides of the main PSSet call). But I just can't get rid of the error. Which results in the render target not being drawn.
      ID3D11ShaderResourceView* srv = { 0 }; d3dContext->PSSetShaderResources(0, 1, &srv); for (std::vector<RenderTarget>::iterator it = rtVector.begin(); it != rtVector.end(); ++it) { if (it->szName == name) { //std::cout << it->srv <<"\r\n"; d3dContext->PSSetShaderResources(0, 1, &it->srv); break; } } d3dContext->PSSetShaderResources(0, 1, &srv);  
      I am storing the RT's in a vector and setting them by name. I have tested the it->srv and am retrieving a valid pointer.
      At this stage I am out of ideas.
      Any help would be greatly appreciated
       
    • By bowerbirdcn
      hi, guys, how to understand the math used in CDXUTDirectionWidget ::UpdateLightDir 
      the  following code snippet is taken from MS DXTU source code
       
        D3DXMATRIX mInvView;
          D3DXMatrixInverse( &mInvView, NULL, &m_mView );
          mInvView._41 = mInvView._42 = mInvView._43 = 0;
          D3DXMATRIX mLastRotInv;
          D3DXMatrixInverse( &mLastRotInv, NULL, &m_mRotSnapshot );
          D3DXMATRIX mRot = *m_ArcBall.GetRotationMatrix();
          m_mRotSnapshot = mRot;
          // Accumulate the delta of the arcball's rotation in view space.
          // Note that per-frame delta rotations could be problematic over long periods of time.
          m_mRot *= m_mView * mLastRotInv * mRot * mInvView;
          // Since we're accumulating delta rotations, we need to orthonormalize 
          // the matrix to prevent eventual matrix skew
          D3DXVECTOR3* pXBasis = ( D3DXVECTOR3* )&m_mRot._11;
          D3DXVECTOR3* pYBasis = ( D3DXVECTOR3* )&m_mRot._21;
          D3DXVECTOR3* pZBasis = ( D3DXVECTOR3* )&m_mRot._31;
          D3DXVec3Normalize( pXBasis, pXBasis );
          D3DXVec3Cross( pYBasis, pZBasis, pXBasis );
          D3DXVec3Normalize( pYBasis, pYBasis );
          D3DXVec3Cross( pZBasis, pXBasis, pYBasis );
       
       
      https://github.com/Microsoft/DXUT/blob/master/Optional/DXUTcamera.cpp
    • By YixunLiu
      Hi,
      I have a surface mesh and I want to use a cone to cut a hole on the surface mesh.
      Anybody know a fast method to calculate the intersected boundary of these two geometries?
       
      Thanks.
       
      YL
       
    • By hiya83
      Hi, I tried searching for this but either I failed or couldn't find anything. I know there's D11/D12 interop and there are extensions for GL/D11 (though not very efficient). I was wondering if there's any Vulkan/D11 or Vulkan/D12 interop?
      Thanks!
    • By lonewolff
      Hi Guys,
      I am just wondering if it is possible to acquire the address of the backbuffer if an API (based on DX11) only exposes the 'device' and 'context' pointers?
      Any advice would be greatly appreciated
  • Popular Now