Original Post
Greetings people, just a simple one: Why does CPU usage gone sky-rocketting when a non-fullscreen Direct3D window is in the background? Take any of the DirectX SDK tutorial samples, if the window is partially obstructed the CPU usage is only 2 percent, but when it is totally blocked by another window, it is using 100% CPU. What's the cause of it and how can this be addressed? Thanks in advance!