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DX11 vs DX12 Swapchain Present

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Hi!

I'm working on a third-party plugin/driver which renders through either D3D11 or D3D12 in either exclusive fullscreen or windowed mode.

I have performance problems with SwapChain::Present in case of D3D12.
Both for D3D11 and D3D12, I create a swap chain with 2 backbuffers with _DISCARD swapchain effect and call pSwapChain→Present (0, 0) at the end of the frame.

For the sake of the test, I do all rendering in the main thread. Looking at the threads in the task manager reveals the following:
- With D3D11, the thread crawls at maximum speed (~12% on my machine …


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