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Option to stop recording multiple frames at once? #357

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kvark opened this issue Oct 20, 2020 · 2 comments
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Option to stop recording multiple frames at once? #357

kvark opened this issue Oct 20, 2020 · 2 comments

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@kvark
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kvark commented Oct 20, 2020

This is a follow-up to #335
On Metal, we are able to comply with this use of swapchains. However, on D3D12, we can't acquire more than one frame at a time. Does Dota2 have an option to only acquire one frame at a time?

@danginsburg
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You can try +r_wait_on_present 1. I'm not certain if it will keep it from acquiring multiple images. It will force the main thread to wait on the renderthread for outstanding presents to complete. Seems like something you'll need to workaround on your side though to not tank perf?

@kvark
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kvark commented Oct 22, 2020

Thank you for the answer! I was able to work around this in D3D12 backend.

. Seems like something you'll need to workaround on your side though to not tank perf?

Using "+r_wait_on_present 1" would definitely be bad, and that's not what I was requesting. That would stop GPU processing multiple frames in flight, while I was requesting to stop CPU recording multiple frames at once. Anyhow, this is now resolved :)

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