<?xml version="1.0" encoding="UTF-8" ?>
<?xml-stylesheet type="text/xsl" href="http://forums.xna.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>XNA Framework</title><link>http://forums.xna.com/forums/56.aspx</link><description /><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 0.0)</generator><item><title>Re: XNA 3.1 + NVPerfhud 6.5 = forced software vertex processing</title><link>http://forums.xna.com/forums/thread/190112.aspx</link><pubDate>Mon, 15 Jun 2009 07:54:29 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:190112</guid><dc:creator>jwatte</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/190112.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=56&amp;PostID=190112</wfw:commentRss><description>Put a breakpoint where it&amp;#39;s created, trace into the code, change the stack when it makes the call into D3D. Yes, it&amp;#39;s not pretty, but you only do it once per program start...&lt;br /&gt;
&lt;br /&gt;
Or use PIX for Windows, plus various little changes you can make yourself (like drawing everything with 1-pixel textures, etc). It&amp;#39;s not perfect, and certainly not as convenient as PerfHUD, but it will get you pretty good numbers.&lt;br /&gt;
&lt;br /&gt;</description></item><item><title>XNA 3.1 + NVPerfhud 6.5 = forced software vertex processing</title><link>http://forums.xna.com/forums/thread/190072.aspx</link><pubDate>Mon, 15 Jun 2009 04:05:30 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:190072</guid><dc:creator>vincetronic</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/190072.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=56&amp;PostID=190072</wfw:commentRss><description>I&amp;#39;ve noticed that when you run an XNA app under NVPerfHUD my Model index and vertex buffers get created with D3DUSAGE_SOFTWAREPROCESSING. This is not the case when running normally, and native C++ apps do not exhibit this behavior under NVPerfHud, so I believe it is an XNA issue.&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;I&amp;#39;m using the PreparingDeviceSettings hook to select the PerfHUD adaptor, and you are required to set it to DeviceType.Reference for PerfHUD to work (which is consistent with the Nvidia documentation).&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;div&gt;I wonder if this is XNA assuming that a reference device does not support hardware vertex processing -- even though the caps say it does. &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div&gt;This really diminishes the usefulness of perfhud since the timings are all off -- I will see draw calls taking 5 or 6 ms of CPU time which would not happen if the vertex processing was done on the GPU. &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Anyone know a workaround or a way to force XNA to use hardware vertex processing under perfhud?&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;</description></item></channel></rss>