   DirectX and CPU (frame rate instability)
  Hi everyone!!We are experiencing some frame rate instability problems, for example, we are running our game at 16ms per frame and suddently it grows up to 80ms or so, but only during one frame. This only happens every now and then.We have tested a much simpler application (a simple directx sample) and the same problem turns up.We are thinking it may has to do with CPU and GPU synchronization, or the way we profile the CPU. Any help please..?Thanks !!   
  Have you tried other PCs, or updating your video card drivers?Are you creating or destroying any resources on a per-frame basis?   ;  Yes, we've tried it on many systems... we have the same problem with the "matrices" directx sample.We profile the CPU using "QueryPerformanceCounter"   ;  Have you tried running your app through PIX to see what D3D call takes so long?EDIT: The matrices sample works fine for me. Are you aware of the various problems associated with QPC? Such as it can skip several seconds forwards, go backwards sometimes, and give complete gibberish results on multi-core CPUs?   ;  No, we are not aware of such problems with QPC, do you know a better alternative? Thanks :)   ;Quote:Original post by NeneNo, we are not aware of such problems with QPC, do you know a better alternative? Thanks :)There's been A few threads on the subject in the past, and the general idea is to use timeGetTime instead, and to not time individual frames but count how many frames you render in a time frame (E.g. if after 2ms you've rendered 10 frames, you know that you're rendering at 5000FPS).EDIT: This is worth a read.   