   Nvidia PerfHUD & SlimDX instability + displaying weird values
  Nvidia PerfHUD is causing my graphic driver to reset:- after a random amount of time, without doing anything. (this can be seconds or minutes)- when going into Frame Debugger- when going into Frame ProfilerPerfHUD also displays rather odd informations:- Fps are above 60 even though I'm using swapChain.Present(1, PresentFlags.None);I verified that the game is actually running faster when attached to perfhud, so I guess this is normal when running perfhud?- The shader graph is quite random? the shader usage occasionally falls to nearly zero and is rather jumpy all the time.- It displays geometry shader usage, even though I'm not using any geometry shaders?- The memory usage graph is also quite random (especially RT's), what's going on there?I load all my textures and create my rendertargets at load time.Vertex and index buffers are also only created at load time.So how can the texture & render target memory usage jump around this crazy?Afaik it should be static.What should I do next?How do I find out what's causing the driver reset when running perfhud?How do I know that the values shown in perfhud are correct? they don't seem to make any sense.PerfHud version: 6.62.120.1800 (for 32 bit apps on 64bit os)Driver version: 197.16 mobile (from Nvidia website)DX SDK: February 2010Gpu: 2x GeForce gtx 285mOS: Windows 7 Ultimate 64bitProgram is compiled as 32bit using 32bit slimDX library   
  PerfHUD will automatically disable VSYNC, which is why the FPS is so high. It also hooks QueryPerformanceCounter so that the commands for stopping/slowing the app work correctly, which can mess with your timing. PerfHUD has crashed my display driver many many times...I don't know of any workaround for that.Your memory graph does look really weird though...I'm not sure what's up with that.   ;  Yes, disabling vsync makes sense.I now set my application to disable it when using the perfhud adapter, since it won't work anyways.Interesting enough this doubled the framerate.I also managed to get into Frame Debugger and Frame Profiler by setting Delta Time to SloMo.The profiler also outputs quite random values though, according to it, some draw calls occasionally take over 20 seconds, where as in the next frame, the same call completes in less then 2ms.The memory graph and the fact that it displays geometry shader usage really has me worried though :/   ;  If I set perfhud to use the application's viewport (I have no idea what that does) the crazy geometry shader usage goes away, and it speeds the whole application up by another ~33% (this is only in perfhud obviously)The profiler indicates low geometry shader usage for the very first draw call.However it doesn't show me any geometry shaders in the profiler... weird.Is it possible that the shader compiler automatically optimizes something to use geometry shaders?As for the crazy memory usage, I really have no idea.Can sli cause that?Afaik nvidia cards only go into sli if there's an appropriate profile for that specific application that tells it which sli mode to use, so I highly doubt it.It really has me worried.   