Original Post
Hi, i'm writing a simple DX11 app and stumbled on a fact that it's running quite slow on integrated graphics with hardware future level of DX10. More precisely i'm getting only like 18fps on my office Intel [color=#000000][font=sans-serif]GMA X4500, but my desktop ATI HD6850 renders the same code at around 1900fps. I [/font]expected[color=#000000][font=sans-serif]
GMA X4500, but my desktop ATI HD6850 renders the same code at around 1900fps. I [/font]expected[color=#000000][font=sans-serif] code to run slower, but not like 100 times. Here's what I got from PIX:[/font]
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I can't imagine, that OMSetRenderTargets or Canstant buffer updates can take that much time, so it must be buffer clearings? guess timings are not accurate at all... What could help improve performance on this machine, could it be that slow down is caused by 32bit texture format?
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