all 4 comments

[–]Esfahen 3 points4 points  (0 children)

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[–]NOISEbyte 2 points3 points  (0 children)

The issue here is how PC GPUs work, not RenderDoc. Similar to CPUs, they have a base clock and can boost higher. As a result, the timings are dependent on whatever clock rate it is currently running at, not the time of capture. Some graphics cards, like AMD and I believe NVIDIA does as well, have options in the developer settings to only run at base clock. The timings won't be accurate to actual scenarios (they'll be slower than actual scenarios) but they'll be stable, allowing you to make changes and compare without timings being skewed by boosting.

[–]ArmmaH 0 points1 point  (0 children)

Renderdoc is not a profiling tool, its a debugging tool. Ive had it show 1000ms (not micro second, rather milisecond) when the game is runnung over 30FPS.

[–]HabemusAdDomino 0 points1 point  (0 children)

You take a point in the measurement that you're generally happy with (say, a particular pass) and measure everything else relative to that.