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I am interested if anyone has had used GetrasterStatus in direct3d application to control application vsync behaviour in high precision timing? What set of techniques are to be implemented to do the job to perform additional background operations while waiting for vsync and fliping the buffers just in time of vertical scan line?

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This is not a game development question – user757808 Jul 9 '11 at 14:38
Your specific application of Direct3D may not be for games, but that's what it is most commonly used for, and as such, you'll find a lot more useful answers over there. – DeadMG Jul 9 '11 at 19:15
@DeadMG: I appreciate your attempt to push more traffic towards gamedev, but given the current volumes of both sites that ("lot more useful answers") is simply not true. As far as I'm concerned, the question belongs here just fine. – Paul-Jan Jul 10 '11 at 19:03

migrated from stackoverflow.com Jul 11 '11 at 11:02

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