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A very simple animation shows that the render thread spends significant time in com.sun.prism.d3d.D3DSwapChain.nPresent(). The fact that the length of those delays increases linearly and resets periodically suggests that the pulse is out of sync with VSync and occurs at a lower frequency (approx. 16ms vs 16.66 ms). Since the user thread waits for the renderer to finish its job, time spent in nPresent() affects the number of frames that could be created and rendered per second for computationally intensive applications. (See attached timeline view for the user and render threads).
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