Tagged Questions
0
votes
2answers
100 views
D3DXCreateEffect Performance
Current performance analysis shows that D3DXCreateEffect is called many times with different shaders. Between each call, the D3DCompile DLL is being loaded and unloaded. Is there an easy way to keep ...
8
votes
2answers
222 views
Managing graphic state and components?
I often tend to do a lot of premature optimazation when dealing with graphics. There are a few principles I always try to follow:
Keep the number of D3D components to a minimum. (Render states, ...
7
votes
1answer
465 views
Information about rendering, batches, the graphical card, performance etc. + XNA?
I know the title is a bit vague but it's hard to describe what I'm really looking for, but here goes.
When it comes to CPU rendering, performance is mostly easy to estimate and straightforward, but ...
0
votes
1answer
1k views
Triple buffering causes input lag?
Consider some time in between two vsyncs. Suppose the first display buffer is being used to display the current image, and suppose the game was really fast and computed and rendered the next image to ...
3
votes
1answer
105 views
Capturing a programs performance
I'm trying to capture the performance of the GPU, CPU, FPS and memory usage on a program I'm currently working with and want to avoid having to write my own performance capture stuff. Does anyone know ...
0
votes
2answers
1k views
Fullscreen + Vsync = Stuttering
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 :
...
3
votes
3answers
336 views
Any hints about the average renderstate changes per frame?
While answers will vary depending on the case, I'd love to hear about what people have seen in their past experiences.
The question mainly relates to DirectX though if you have some numbers for any ...