   Accurate time measurements
  I would like to measure execution time for a set of directX operation. So I add a "Start Timer" command before and a "End Timer" command after the operations. However, I believe this is not the most accurate way since some operations may still be in the pipeline of the GPU and will make the estimations too optimistic.Is there any good way to tell the GPU to finish all pending operations that will make the time estimates more accurate?   
This should be relevant.Short answer is that no, you can't accurately measure the time for D3D calls from the CPU.   ;  Thanks, I used the query mechanism for a larger rendering function and it seems much better (in terms of accuracy) now than before.   ;  If you want to look at the speed of d3d calls you should check out nVidia PerfHud. It will tell you everything that you need to know... everything.   ;  I would if I did not use an ATI card ...   