'External programs interfering positively with directx 11 game c++
So I was writing a directx11 game on my computer and was doing some optimizations. I was getting around 13fps according to the fps counter and felt fast which is pretty decent for what I was doing. I then reinstalled windows and ran the program again and I was getting what felt like was 2-3fps and I was really confused. So I thought I would install an fps counter like I had before. I used and am using rivatuner statics server which comes with msi aferburner. After attaching rivatuner statistics server to the program my fps trippled to what my fps was before! no joke and I'm so confused, I start my program without rivatuner and my game lags, I attach the fps counter and its smooth again. Even if the game was started without rivatuner, aslong as I attach the fps counter at any point it will suddenly increase the fps.
I'm confused because rivatuner is just an fps counter so I must be something I'm doing in my code. I don't think I can attach my whole game code here but I'm not doing anything strange just regular directx11 calls.
I am completely confused about this issue, this lagging happens when the game is run in both release and debug, looking at the performance stats in visual studio it says that the DrawIndexed call in the renderer is using 20% of usage and my game loop including the renderer is using 30%, so that call is the main cpu hog of my program.
I don't know how to fix this issue. I cant expect that everyone who plays my game will have rivatuner installed, and if people don't install this fps counter suddenly my game just becomes super laggy to them.
Has anyone got any ideas on this issue? Thanks
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