When my application goes into a fullscreen state my movement is not smooth. It seems like frames are not rendered in the correct order, doing something like: 1, 3, 2, 4, 6, 5, ... making the movement flicker.
For my PIX test, I draw really a low number of primitives (1140 triangle exactly) inside six vertex / index buffers. I clearly see a difference in the GPU frame "ordering" in PIX. Here is the result when in windowed mode:
You can see that the GPU time needed for the frame is nearly in sync with the CPU time needed to generate it.
But in the fullscreen state here is what I got (same scene, without camera movement):
You can see that each GPU frame processing is split into at least two parts, and the GPU doesn't wait the end of a frame before starting another one.
What could cause this?