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user744
user744

Help interpreting Why does PIX result.suggest my frames are rendering out of order?

When my application goes into full screena fullscreen state my movement is not smooth,. It seems like frames are not rendered in the correct order, doing something like  : 1 -, 3 -, 2 -, 4 -, 6 -, 5 -, ... It makesmaking the move "flicker"movement flicker.

For my PIX test, I draw really a low number of primitiveprimitives (1140 triangle exactly) inside 6 VB + IB

six vertex / index buffers. I clearly see a difference in the GPU frame "ordering" in PIX :

. Here is the result when in windowed mode  :   

PIX screenshot1 http://www.s33m3.be/PIX/PIX2.png You

You can see that the GPU time needed for the frame is nearly in sync with the CPU time needed to generate it.

But in full screenthe fullscreen state here is what I got (same scene, withtoutwithout camera movemovement)  :   

PIX screenshot2 http://www.s33m3.be/PIX/PIX.png

You can see, that each GPU frame processing are splitted in minimum in 2 partis split into at least two parts, and the GPU doesn't wait the end of a frame forbefore starting another one.

Do you know what can be theWhat could cause of this  ?

Help interpreting PIX result.

When my application goes into full screen state my movement is not smooth, seems like frames are not rendered in the correct order, doing something like  : 1 - 3 - 2 - 4 - 6 - 5 - ... It makes the move "flicker"

For my PIX test, I draw really a low number of primitive (1140 triangle exactly) inside 6 VB + IB

I clearly see a difference in the GPU frame "ordering" in PIX :

Here is the result when in windowed mode  :  PIX screenshot1 You can see that the GPU time needed for the frame is nearly in sync with the CPU time needed to generate it.

But in full screen state here is what I got (same scene, withtout camera move)  :  PIX screenshot2

You can see, that each GPU frame processing are splitted in minimum in 2 part, and the GPU doesn't wait the end of a frame for starting another one.

Do you know what can be the cause of this  ?

Why does PIX suggest my frames are rendering out of order?

When my application goes into a fullscreen state my movement is not smooth. It seems like frames are not rendered in the correct order, doing something like: 1, 3, 2, 4, 6, 5, ... making the movement flicker.

For my PIX test, I draw really a low number of primitives (1140 triangle exactly) inside six vertex / index buffers. I clearly see a difference in the GPU frame "ordering" in PIX. Here is the result when in windowed mode: 

PIX screenshot1 http://www.s33m3.be/PIX/PIX2.png

You can see that the GPU time needed for the frame is nearly in sync with the CPU time needed to generate it.

But in the fullscreen state here is what I got (same scene, without camera movement): 

PIX screenshot2 http://www.s33m3.be/PIX/PIX.png

You can see that each GPU frame processing is split into at least two parts, and the GPU doesn't wait the end of a frame before starting another one.

What could cause this?

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Tetrad
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[PIX] DirectX - Help interpreting PIX result.

When my application goes into full screen state my movement is not smooth, seems like frames are not rendered in the correct order, doing something like : 1 - 3 - 2 - 4 - 6 - 5 - ... It makes the move "flicker"

For my PIX test, I draw really a low number of primitive (1140 triangle exactly) inside 6 VB + IB

I clearly see a difference in the GPU frame "ordering" in PIX :

Here is the result when in windowed mode : PIX screenshot1 You can see that the GPU time needed for the frame is nearly in sync with the CPU time needed to generate it.

But in full screen state here is what I got (same scene, withtout camera move) : PIX screenshot2

You can see, that each GPU frame processing are splitted in minimum in 2 part, and the GPU doesn't wait the end of a frame for starting another one. Do

Do you know what can be the cause of this ?

Tx you for your help !

[PIX] DirectX - Help interpreting PIX result.

When my application goes into full screen state my movement is not smooth, seems like frames are not rendered in the correct order, doing something like : 1 - 3 - 2 - 4 - 6 - 5 - ... It makes the move "flicker"

For my PIX test, I draw really a low number of primitive (1140 triangle exactly) inside 6 VB + IB

I clearly see a difference in the GPU frame "ordering" in PIX :

Here is the result when in windowed mode : PIX screenshot1 You can see that the GPU time needed for the frame is nearly in sync with the CPU time needed to generate it.

But in full screen state here is what I got (same scene, withtout camera move) : PIX screenshot2

You can see, that each GPU frame processing are splitted in minimum in 2 part, and the GPU doesn't wait the end of a frame for starting another one. Do you know what can be the cause of this ?

Tx you for your help !

Help interpreting PIX result.

When my application goes into full screen state my movement is not smooth, seems like frames are not rendered in the correct order, doing something like : 1 - 3 - 2 - 4 - 6 - 5 - ... It makes the move "flicker"

For my PIX test, I draw really a low number of primitive (1140 triangle exactly) inside 6 VB + IB

I clearly see a difference in the GPU frame "ordering" in PIX :

Here is the result when in windowed mode : PIX screenshot1 You can see that the GPU time needed for the frame is nearly in sync with the CPU time needed to generate it.

But in full screen state here is what I got (same scene, withtout camera move) : PIX screenshot2

You can see, that each GPU frame processing are splitted in minimum in 2 part, and the GPU doesn't wait the end of a frame for starting another one.

Do you know what can be the cause of this ?

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Fabian
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[PIX] DirectX - Help interpreting PIX result.

When my application goes into full screen state my movement is not smooth, seems like frames are not rendered in the correct order, doing something like : 1 - 3 - 2 - 4 - 6 - 5 - ... It makes the move "flicker"

For my PIX test, I draw really a low number of primitive (1140 triangle exactly) inside 6 VB + IB

I clearly see a difference in the GPU frame "ordering" in PIX :

Here is the result when in windowed mode : PIX screenshot1 You can see that the GPU time needed for the frame is nearly in sync with the CPU time needed to generate it.

But in full screen state here is what I got (same scene, withtout camera move) : PIX screenshot2

You can see, that each GPU frame processing are splitted in minimum in 2 part, and the GPU doesn't wait the end of a frame for starting another one. Do you know what can be the cause of this ?

Tx you for your help !