I updated my DirectX11 renderer to render on multiple threads using deferred contexts. Before my change, the
Present method took a negligible amount of time (according to VTune analysis). After my change,
Present now takes a significant amount of time (15-30ms or so). I've tried using double / triple buffering, disabling vsync, but that makes no difference. My scene runs at about 25 hz, and vtune shows my CPU at 100% up until i call
Present, at which points it just waits for a good bit.
Does this mean that I'm GPU bound, or is this just an artifact of using deferred context rendering, since I'm not sending the GPU any work at all until the very last second? And if its the latter, is there anything I can do to get started on the next scene rather than waiting around on