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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>How to tell if you are CPU or GPU bound</title><link>http://blogs.msdn.com/shawnhar/archive/2008/04/07/how-to-tell-if-you-are-cpu-or-gpu-bound.aspx</link><description>We have a game. We want to know whether it is limited by CPU or GPU performance. There are three possibilities: It could be CPU bound It could be GPU bound The CPU and GPU could be exactly balanced There is no direct way to measure this, but we can work</description><dc:language>en</dc:language><generator>CommunityServer 2.1 SP1 (Build: 61025.2)</generator><item><title>re: How to tell if you are CPU or GPU bound</title><link>http://blogs.msdn.com/shawnhar/archive/2008/04/07/how-to-tell-if-you-are-cpu-or-gpu-bound.aspx#9805457</link><pubDate>Fri, 26 Jun 2009 16:51:36 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9805457</guid><dc:creator>Dennis</dc:creator><description>&lt;p&gt;What if skipping Update speeds thing up (33fps -&amp;gt; 38fps), but sleeping also slows things down (33fps -&amp;gt; 31fps)? Or should I look for bigger changes than 2 fps?&lt;/p&gt;</description></item><item><title>re: How to tell if you are CPU or GPU bound</title><link>http://blogs.msdn.com/shawnhar/archive/2008/04/07/how-to-tell-if-you-are-cpu-or-gpu-bound.aspx#9805678</link><pubDate>Fri, 26 Jun 2009 19:40:43 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9805678</guid><dc:creator>ShawnHargreaves</dc:creator><description>&lt;p&gt;Dennis: that means you are CPU bound. Skipping CPU work by taking out the Update is boosting framerate, while slowing down the CPU by adding a sleep is hurting framerate. Your framerate is directly affected by altering the CPU load, so it must be the CPU rather than the GPU that is limiting how fast your game can run.&lt;/p&gt;
</description></item><item><title>re: How to tell if you are CPU or GPU bound</title><link>http://blogs.msdn.com/shawnhar/archive/2008/04/07/how-to-tell-if-you-are-cpu-or-gpu-bound.aspx#9934181</link><pubDate>Tue, 08 Dec 2009 18:25:05 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9934181</guid><dc:creator>Mark</dc:creator><description>&lt;p&gt;This series of posts on GPU- and CPU-bound processing is fascinating. I wonder if the framework might benefit debuggable performance counters here, similar to what the Garbage Collector subsystem does? I would assume that an XnaFramework.TimeWaitingToPresent metric that totals the amount of time XNA has spent blocked while waiting to write to the GPU would be particularly useful, especially with vsync disabled, and wouldn't add significant performance overhead to write (after all, the processor is idling during this time anyway). Another useful metric would be XnaFramework.InstructionBufferUsage, although I suspect this one would be more expensive to track...&lt;/p&gt;</description></item></channel></rss>