From 42a676bbdb21681525c2361a955e426368fead09 Mon Sep 17 00:00:00 2001 From: Philip Rebohle Date: Wed, 27 Jun 2018 20:25:33 +0200 Subject: [PATCH] [d3d11] Tweak implicit flush limits We're going to flush more often in CPU-limited scenarios, but these new values are reasonable especially in games which submit large amounts of GPU work at once, and should help reduce rendering latency. Improves GPU utilization and frame rates in Hellblade by up to 10%. --- src/d3d11/d3d11_context_imm.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/d3d11/d3d11_context_imm.h b/src/d3d11/d3d11_context_imm.h index 013de381..7a6c69e2 100644 --- a/src/d3d11/d3d11_context_imm.h +++ b/src/d3d11/d3d11_context_imm.h @@ -10,8 +10,8 @@ namespace dxvk { class D3D11CommonTexture; class D3D11ImmediateContext : public D3D11DeviceContext { - constexpr static uint32_t MinFlushIntervalUs = 2500; - constexpr static uint32_t MaxPendingSubmits = 2; + constexpr static uint32_t MinFlushIntervalUs = 1250; + constexpr static uint32_t MaxPendingSubmits = 3; public: D3D11ImmediateContext(