In-Game GPU Profiling for DirectX 12 Using SetBackgroundProcessingMode – NVIDIA Technical Blog News and tutorials for developers, data scientists, and IT admins 2025-03-27T16:00:00Z http://www.open-lab.net/blog/feed/ Louis Bavoil <![CDATA[In-Game GPU Profiling for DirectX 12 Using SetBackgroundProcessingMode]]> http://www.open-lab.net/blog/?p=67605 2023-10-25T23:52:36Z 2023-07-10T17:00:00Z If you are a DirectX 12 (DX12) game developer, you may have noticed that GPU times displayed in real time in your game HUD may change over time for a given...]]> If you are a DirectX 12 (DX12) game developer, you may have noticed that GPU times displayed in real time in your game HUD may change over time for a given...

If you are a DirectX 12 (DX12) game developer, you may have noticed that GPU times displayed in real time in your game HUD may change over time for a given pass. This may be the case even if nothing has changed on the application side. One reason for GPU time variations may be GPU Boost dynamically changing the GPU core clock frequency. Still, even with GPU Boost disabled using the DX12��

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