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Re: PresentMon: measure both frame throughput (fps) and latency

Posted: 27 Oct 2020, 19:30
by Digika
Hey, can someone help me to correlate PresentMon terminology with MS one?
PresentMon describes them as following:
Hardware: Legacy Flip
Indicates the app took ownership of the screen, and is swapping the displayed surface every frame.
Hardware: Legacy Copy to front buffer
Indicates the app took ownership of the screen, and is copying new contents to an already-on-screen surface every frame.
Hardware: Independent Flip
Indicates the app does not have ownership of the screen, but is still swapping the displayed surface every frame.
Composed: Flip
Indicates the app is windowed, is using "flip model" swapchains, and is sharing its surfaces with DWM to be composed.
Hardware Composed: Independent Flip
Indicates the app is using "flip model" swapchains, and has been granted a hardware overlay plane.
Composed: Copy with GPU GDI
Indicates the app is windowed, and is copying contents into a surface that's shared with GDI.
Composed: Copy with CPU GDI
Indicates the app is windowed, and is copying contents into a dedicated DirectX window surface. GDI contents are stored separately, and are composed together with DX contents by the DWM.
MS DX docs terminology:
https://docs.microsoft.com/en-us/window ... wap_effect
and
https://youtu.be/E3wTajGZOsA

From my understanding so far:
Hardware: Legacy Flip - Fullscreen Flip or so called true FullScreen Exclusive
Hardware: Legacy Copy to front buffer - Fullscreen BitBlt
Composed: Copy with CPU GDI - worst-case scenario described by Jesse in fullscreen - Fullscreen Proxy

Really curious what Composed: Copy with GPU GDI is tho.

Re: PresentMon: measure both frame throughput (fps) and latency

Posted: 30 Dec 2022, 13:56
by mirh
Digika wrote:
27 Oct 2020, 19:30
Really curious what Composed: Copy with GPU GDI is tho.
That would happen with just about anything "old" not using the flip model (unless they are using exclusive fullscreen that is of course).
Source code also mentions this should correspond to "Win7 Blit" (which in turn was supposedly an improvement over CPU-only Vista).

https://learn.microsoft.com/en-us/windo ... -resources
Fun fact: until 526.47 there was no other mode Optimus gpus could use for non-native apis (since DWM expects dx surfaces AFAIU).
Instead since DXGI swapchain presentation landed windowed is always upgraded to Composed: Flip, while fullscreen (which AFAICT had never been truly achievable in these conditions) is always a very decent Hardware: Independent Flip.

Re: PresentMon: measure both frame throughput (fps) and latency

Posted: 04 Jan 2023, 09:48
by afn7
Heres my results:


Borderless: Image

Full Screen: Image

Without game: Image

And this is the problem I'm facing all the time. This is replay but I saw hitting the car when its live.

https://streamable.com/w8qu8z

Re: PresentMon: measure both frame throughput (fps) and latency

Posted: 04 Jan 2023, 19:17
by sherifmagdy32
Is this good or bad :ugeek:

Re: PresentMon: measure both frame throughput (fps) and latency

Posted: 28 Sep 2023, 17:35
by evmadic
Sorry for the newbie question but I can't figure out how to draw 1% and .1% FPS lows in intel presentmon. There's no option for it in the loadout configuration so I'm guessing it must be somewhere in a subcategory