PresentMon
cr
Our great sponsors
PresentMon | cr | |
---|---|---|
17 | 5 | |
1,477 | 1,478 | |
20.0% | - | |
9.8 | 0.0 | |
6 days ago | 5 months ago | |
C++ | C++ | |
MIT License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
PresentMon
-
What part could be failing in my pc that's causing drastic fps issues?
Use PresentMon to figure out if it's a CPU or GPU issue. (GPUBusy)
- Intel PresentMon Beta 0.6
-
When you consider upgrading 9900k?
EDIT - Intel's Presentmon has a "gpu busy" metric kinda designed to tell you if the gpu is waiting on the rest of the system and it's platform independent so should work with amd/nvidia stuff. https://game.intel.com/story/intel-presentmon/
- PresentMon 0.5 beta source code will be released on GitHub next week
- Intel PresentMon - A new gaming performance overlay and telemetry application to monitor and measure your gaming experience
-
Nvidia optimization full screen vs windowed borderless
You can also check the presentation latency with PresentMon
-
M&K changes feel like a band-aid on a bullet hole.
Borderless for DX12 and Vulkan games has no input delay. In fact those APIs don't have exclusive fullscreen support anymore. Why would the engineers who designed those get rid of "exclusive fullscreen" support if it wasn't useful? In fact most new games which offer a "fullscreen" option are faking it, you can use PresentMon to see which DXGI presentation mode is being used.
-
PSA - You can now elevate OpenGL/Vulkan games to a DXGI Swapchain on today's drivers (526.47)
This behaviour can be monitored using PresentMon (best used on a second display) as well. This new DXGI layer would appear as Composed: Flip, Hardware: Independent Flip, or Hardware Composed: Independent Flip, while classic methods would appear as Hardware: Legacy Flip (if FSE was engaged) or Composed: Copy with GPU GDI.
- Infinite runs much worse after reinstalling Windows 10 (Massive fps drops abd stutters)
- Windowed OpenGL with Windows DWM
cr
-
hscpp: An experimental library to hot-reload C++
I much prefer the approach taken by cr.h which monitors a "plugin" binary instead and acts as a simple wrapper around platform specific dll/dylib/so loading. You then have a multitude of strategies if you need persist state such as serialization, placing code or data on the host side and using virtual methods/fptrs, holding third party lib references to dlls on the host side or using the CR_STATE mechanism for simple things.
- I want to make my game a dll that can use functions from my engine exe
- Cr.h: A Simple C Hot Reload Header-Only Library
-
What are good Lua alternatives as an embeddable language?
Depends on your use case, but I would second the option of just hot reloading c++. I have been experimenting with that (using cr.h) and its great - as long as you make sure your compile and link times are fast enough.
What are some alternatives?
Mifare-Windows-Tool - Mifare windows tool
glslViewer - Console-based GLSL Sandbox for 2D/3D shaders
MTuner - MTuner is a C/C++ memory profiler and memory leak finder for Windows, PlayStation 4 and 3, Android and other platforms
RuntimeCompiledCPlusPlus - Change C++ code at runtime
imnodes - A small, dependency-free node editor for dear imgui
pcm - IntelĀ® Performance Counter Monitor (IntelĀ® PCM)
nvidiaProfileInspector
Boost.Beast - HTTP and WebSocket built on Boost.Asio in C++11
loot - A modding utility for Starfield and some Elder Scrolls and Fallout games.
msigd - MSI Gaming Device control application
pcm - Processor Counter Monitor [Moved to: https://github.com/intel/pcm]
hscpp - Runtime compiled C++ with hot-swapped classes.