I was just reading through the DirectX documentation and encountered something interesting in the page for IDirect3DDevice9::BeginScene :
To enable maximal parallelism between the CPU and the graphics accelerator, it is advantageous to call IDirect3DDevice9::EndScene as far ahead of calling present as possible.
I've been accustomed to writing my game loop to handle input and such, then draw. Do I have it backwards? Maybe the game loop should be more like this: (semi-pseudocode, obviously)
while(running) {
d3ddev->Clear(...);
d3ddev->BeginScene();
// draw things
d3ddev->EndScene();
// handle input
// do any other processing
// play sounds, etc.
d3ddev->Present(NULL, NULL, NULL, NULL);
}
According to that sentence of the documentation, this loop would "enable maximal parallelism".
Is this commonly done? Are there any downsides to ordering the game loop like this? I see no real problem with it after the first iteration... And I know the best way to know the actual speed increase of something like this is to actually benchmark it, but has anyone else already tried this and can you attest to any actual speed increase?
Since I always felt that it was "awkward" to draw-before-sim, I tended to push the draws until after the update but also after the "present" call. E.g.
while True:
Simulate()
FlipBuffers()
Render()
While on the first frame you're flipping nothing (and you need to set up things so that the first flip does indeed flip to a known state), this always struck me as a bit nicer than putting the Render() first, even though the order of operations are the same once you're under way.
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