When my program starts, almost nothing is on screen, just couple of lights and spheres. My FPS is at ~50. The Speed measurements looks like this:
UpdateFrame took 0 ms
Clearing lights queue: 0 ms
Queue floor for rendering: 0 ms
Clearing and starting deferred: 0 ms
base.OnRenderFrame: 0 ms
ModelRenderer.Render (): 0 ms
LightingEngine.RenderFrame (): 0 ms
deferred.RenderOnScreen (): 0 ms
Gui.Render (): 1 ms
SwapBuffers (): 18 ms
ModelRenderer.Clear (): 0 ms
Whole rendering took: 19 ms
But then after a while the program has been running for some time and more lights and spheres are added, the FPS is ~40 and the speed measurements are as follows:
UpdateFrame took 0 ms
Clearing lights queue: 0 ms
Queue floor for rendering: 0 ms
Clearing and starting deferred: 0 ms
base.OnRenderFrame: 5 ms
ModelRenderer.Render (): 4 ms
LightingEngine.RenderFrame (): 7 ms
deferred.RenderOnScreen (): 0 ms
Gui.Render (): 0 ms
SwapBuffers (): 7 ms
ModelRenderer.Clear (): 0 ms
Whole rendering took: 23 ms
I had VSYNC off for this test. This clearly implies that my GPU has too much to chew. I want to know why the SwapBuffers() is taking less time with more stuff on screen, shouldn't it take more or equal time then?