I tried naively enclosing Dispatches with timestamp queries (ID3D11Query) and it failed to give reasonable results. First Dispatch seems to take long time, few next are below microsecond. I suppose gpu ends first dispatch after pipeline is ready for executing ComputeShaders, and following dispatches just pop in when there is place for new threads. Any synchronizations between them seem to be handled after that with no impact on dispatch timestamps. Unfortunately Nvidia Nsight works really slow on my pcm so is there any way of measuring Compute Shader execution time using ID3D11Query or similar approach? I am afraid there is no simple solution with current API.