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  1. #1
    Player
    Syx's Avatar
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    Aug 2013
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    何これ
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    Tarnished One
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    Hyperion
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    Archer Lv 9
    SE stated they plan to release the DX11 client in 2014, but that is as accurate a release date as they provided. The cpu/gpu usage percentages are basically the indication of the amount of overhead involved in D3D9 rendering. How amusing is it that 25-50% of the cpu/gpu time is spent waiting for data to be passed around the rendering pipeline. You may even notice a single core up around 90% with the others at 60%. That would be the D3D9 thread synchronization process, so multiple threads don't attempt to lock the same asset and perform the same work.
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    Last edited by Syx; 07-12-2014 at 01:55 AM.

  2. #2
    Player
    Squa11_Leonhart's Avatar
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    Aug 2013
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    Gridania
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    Kaya Yuuna
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    Cerberus
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    Archer Lv 70
    Quote Originally Posted by Syx View Post
    SE stated they plan to release the DX11 client in 2014, but that is as accurate a release date as they provided. The cpu/gpu usage percentages are basically the indication of the amount of overhead involved in D3D9 rendering. How amusing is it that 25-50% of the cpu/gpu time is spent waiting for data to be passed around the rendering pipeline. You may even notice a single core up around 90% with the others at 60%. That would be the D3D9 thread synchronization process, so multiple threads don't attempt to lock the same asset and perform the same work.
    ^ This

    I was just too tired to explain it to such a degree.

    And these are 4 images demonstrating what threads are eating the cpu.









    As you can see, when thread 113872 goes UP, thread 148420 goes down.

    However, 154160 also increases 2% which might be where the reduction in 148420 comes from, so its hard to say which thread is actually the one causing performance to dip.

    I lean towards 113872 as nvd3dum.dll!QueryOglResource is a synchronisation handle.
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    Last edited by Squa11_Leonhart; 07-12-2014 at 02:58 AM.