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user1430
user1430

TDR (Timeout Detection & Recovery) handling How do I deal with timeout detection and recovery in DirectX 11D3D?

What is exactly measured when checking TDR in Windows.? What do I need to do in my DX11D3D11 app to tell TDR that long rendering is OK (I'veokay? I've already split the workload into smaller batches, but how do I tell TDR when this batch begins and when it ends?)

I know that IDXGISwapChain::Present method will do this for me, but is it the only way? Is ID3D11DeviceContext::Flush method doing the same thing?

Thanks for your responses.

TDR (Timeout Detection & Recovery) handling in DirectX 11

What is exactly measured when checking TDR in Windows. What do I need to do in my DX11 app to tell TDR that long rendering is OK (I've split the workload into smaller batches, but how do I tell TDR when this batch begins and when it ends?)

I know that IDXGISwapChain::Present method will do this for me, but is it the only way? Is ID3D11DeviceContext::Flush method doing the same thing?

Thanks for your responses.

How do I deal with timeout detection and recovery in D3D?

What is exactly measured when checking TDR in Windows? What do I need to do in my D3D11 app to tell TDR that long rendering is okay? I've already split the workload into smaller batches, but how do I tell TDR when this batch begins and when it ends?

I know that IDXGISwapChain::Present method will do this for me, but is it the only way? Is ID3D11DeviceContext::Flush method doing the same thing?

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TDR (Timeout Detection & Recovery) handling in DirectX 11

What is exactly measured when checking TDR in Windows. What do I need to do in my DX11 app to tell TDR that long rendering is OK (I've split the workload into smaller batches, but how do I tell TDR when this batch begins and when it ends?)

I know that IDXGISwapChain::Present method will do this for me, but is it the only way? Is ID3D11DeviceContext::Flush method doing the same thing?

Thanks for your responses.