Daniil
Daniil
> what's more, according to the description, this doesn't happen at 60fps but at 165fps, but the bug should happen at whatever fps because it keeps allocating and deallocating textures...
> In theory even the whole procedure takes more than 1 frame time, it shouldn't keep allocating because generating at constant speed should consume the recycled frames. If you are...
> alright, thanks for sharing! if the events are sent in bulk (e.g. not at constant speed) it is possible to drain the cache and keep allocating. Yea, dragging window...
> by the way, did you try to check the d3d11 resource usage, to see if there're some unreleased textures (ref >= 1) shown from d3d11 side? if the resources...
> by the way, did you try to check the d3d11 resource usage, to see if there're some unreleased textures (ref >= 1) shown from d3d11 side? if the resources...