Re: Parallelism between CPU and GPU

Tech-Archive recommends: Repair Windows Errors & Optimize Windows Performance

From: Filip Strugar (ask_me_at_nomail.com)
Date: 05/17/04


Date: Mon, 17 May 2004 20:34:49 +0200


"Rich [Microsoft Direct3D MVP]" <legalize+jeeves@mail.xmission.com> wrote in
message news:uITrIErOEHA.1644@TK2MSFTNGP09.phx.gbl...
> [Please do not mail me a copy of your followup]
>
> "=?Utf-8?B?RGF2ZQ==?=" <anonymous@discussions.microsoft.com> spake the
secret code
> <3BC2C687-010D-49F6-BD71-AACF07FDBDD9@microsoft.com> thusly:
>
> >Does it mean that it is best to do all the cpu chores outside
> >BeginScene() and EndScene(), so that when we going in BS and ES, we call
> >the d3d api quickly and then Present() ? Or is it good to do some CPU
> >chores within BS and ES ?
>
> If you have lots of CPU intensive game logic, you want to be doing
> that while the graphics card is busy. The graphics card is going to
> be the busiest after you just sent it a bunch of stuff to do and told
> it to Present. So do:
>
> <graphics stuff>
> Present
> <game stuff>

Isn't it better to have:

<graphics stuff>
<game stuff>
Present

?

I think that exact behavior of Present is undefined and driver-specific but
it usually locks (CPU waits for GPU - for refresh present interval and
stuff).
I remember for example that there is some difference between older nvidia
drivers that locked the Present() and newer that return immediately, don't
know what's with the ATIs

But although this is one of the most important issues - I've never seen any
tests or tested different approaches :)



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