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ATW: "bubbles" of missed vsyncs in D3D11 ATW implementation #356

@JeroMiya

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@JeroMiya

This is a result of testing this branch:
https://github.com/sensics/OSVR-RenderManager/tree/nvidia-atw-updates

But it may affect the master branch as well. I'm noticing that the message that the ATW backend displays when it has missed a vsync comes in batches or "bubbles". That is, the ATW or time warp may end up taking too long and can't present in time for vsync. In this case, the inner D3D11 RenderManager instance blocks for a full frame (it reports that present takes 11ms or so) and then another message occurs. This generally results in bubbles of time where one vsync miss will itself cause the next one, and so on. Sometimes it settles down and manages to go back to hitting vsync consistently.

@russell-taylor Any ideas? I know you had a fix related to vsync misses - I'm not sure if this is related.

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