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In my research for a stuttering problem in my game engine, I think, I have found the problem, but don't have any idea why this is happening, that's why I ask you if you have an idea !

The situation : DirectX10 under win7 simple engine. If running fullscreen (and only in fullscreen), with Vsync On and the rendering loop going much more faster than the vsync ==> Stutter (Frame dropped by the driver).

My base solution at this moment : Make the call to device.present() not faster than the Vsync !

My questions : - What is happening here ? It seems that the called to .present() "is caching" frames, and if the cache is full, it can go to throw away a frame ==> It makes the stutter ! - Why is it not happening in windowed mode under the exact same situation (back buffer resolution, scene, ...) ???

Edit : Here is a Pix debugging screen (big picture), showing the stuttering : http://www.s33m3.be/PIX/PIX3.png You can see that frame 912, that did exactly the same amount of work as other frames, wasn't processed by the GPU. (No GPU start/Duration). And after debugging, it just that for this frame the call to .Present() was really low (more then 10 times faster than the average .Present() of the other frames !

So how can I disable in DirectX10 this "feature" to throw aways frames ? I would prefer the Present method to hold instead of dropping a frame !

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2 Answers 2

That's not vsync. The call to Present() will block until the appropriate time if you have vsync enabled. This means that unless you're trying multi-threaded rendering, which DX10 does not support, this shouldn't happen- that is, it should be impossible to Present() multiple times a frame.

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Then how is this things possible (Pix debugging the fullscreen stutering things) : s33m3.be/PIX/PIX.png. As you can see, multiple frames are rendered at once in full screen ! (even with Vsync enabled). And the next frame doesn't wait the end of the previous one to start ! I can also show you (from pix) frame generated by the cpu, but never send to the GPU (throw away = stutter) –  Fabian May 5 '11 at 14:45
@Fabian: Have you tried changing the "maximum pre-rendered frames" setting in the NVIDIA Control Panel? –  Neverender May 6 '11 at 23:37

After weeks of investigations I found the problem : Nvidia DX10 driver are really a mess !!!!

=> Tested my application with ATI = No problem => Migrated to DX11 => No problem at all ! (Instead of a gpu "bound" in full screen, my gpu now is idle 95% of the time !!)

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Are you sure they are a mess, or are you just somehow messing it up? Seeing how a lot of Game Devs use DX10, I am going to suspect it is somehow your error. –  AttackingHobo May 7 '11 at 7:22
The only things I can say : The same application running on ATI card : No problem. Going into DirectX11 API => No problem at all. And as stated : The application is running perfectly in windowed mode "at fullscreen resolution", but laggy as hell in true full screen. –  Fabian May 12 '11 at 15:08
I could also said, that running the DX10 sample from slimDX guys (you know a simple triangle displayed) is not running smootly in fullscreen either. In fact to be 100% honest, the problem is not the "Fullscreen", it is the fullscreen with Vsync that makes problem. But As I have a 120hz screen with 3dvision driver, the Vsync is forced On when going into fullscreen. Other information : Even AAA game have this problem : forums.steampowered.com/forums/showthread.php?t=1881758 –  Fabian May 12 '11 at 15:13
One last things : I did this test, that leads me to this driver problem : If i manage myself the rendering speed (limiting in my code manually the FPS to 60 mainly putting sleep(X) in main loop), the stuttering stops ! (Remember that I was not GPU bound neither - as this stuttering things is also happening with a single triangle demo). –  Fabian May 12 '11 at 15:26
Eh? Magica is not a AAA game. And that problem is an XNA specific glitch that is fixed with editing the updating code, not the rendering code. –  AttackingHobo May 13 '11 at 2:41

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