

Its executed position between the vsync lines approximately lines up with the "tear line" on the screen. According to some DX docs, the "present" packet is what triggers the switchover of presented frame (hence its name). The first one (solid) is the "render" packet, the second one (hatched) is the "present" packet, which is executed after the render packet completes. and it also happened in other games like Fallout 4 and Skyrim HD, to name a few. Timeline stuff also got very different, but a big part of that is because the OpenGL support has a lot of software-side components that are called without external dispatch (which is why there's so much more going on in the main thread).Īs a closing, something to potentially investigate: DX11 is resulting in two packets being sent to the GPU per frame. Tutorial on how to fix Overwatch crash, closing and saying Rendering.

Not entirely sure why it came out now instead of when testing DX11 flip, especially since there were never any flips queues, but it might be related to how OpenGL support is implemented in the driver. Gpuv_ogl.png (68.25 KiB) Viewed 3469 timesįirst thing that stood out was the inclusion of the "flip queue" bar.
