{"action":"created","issue":{"url":"https://api.github.com/repos/Microsoft/DirectX-Graphics-Samples/issues/55","labels_url":"https://api.github.com/repos/Microsoft/DirectX-Graphics-Samples/issues/55/labels{/name}","comments_url":"https://api.github.com/repos/Microsoft/DirectX-Graphics-Samples/issues/55/comments","events_url":"https://api.github.com/repos/Microsoft/DirectX-Graphics-Samples/issues/55/events","html_url":"https://github.com/Microsoft/DirectX-Graphics-Samples/issues/55","id":116951876,"number":55,"title":"Is it will be more efficient if GpuTimeManager buffer is D3D12_HEAP_TYPE_DEFAULT instead of D3D12_HEAP_TYPE_READBACK?","user":{"login":"pengliu916","id":5034673,"avatar_url":"https://avatars.githubusercontent.com/u/5034673?v=3","gravatar_id":"","url":"https://api.github.com/users/pengliu916","html_url":"https://github.com/pengliu916","followers_url":"https://api.github.com/users/pengliu916/followers","following_url":"https://api.github.com/users/pengliu916/following{/other_user}","gists_url":"https://api.github.com/users/pengliu916/gists{/gist_id}","starred_url":"https://api.github.com/users/pengliu916/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/pengliu916/subscriptions","organizations_url":"https://api.github.com/users/pengliu916/orgs","repos_url":"https://api.github.com/users/pengliu916/repos","events_url":"https://api.github.com/users/pengliu916/events{/privacy}","received_events_url":"https://api.github.com/users/pengliu916/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":2,"created_at":"2015-11-14T21:01:27Z","updated_at":"2015-11-19T05:18:32Z","closed_at":null,"body":"Like recommend by msdn, will it be more efficient if we use D3D12_HEAP_TYPE_DEFAULT for GpuTimeManager buffer to record all timestamp every frame and later use an other readback buffer to read the data in a lower frequency though like DMA engine asycnly?"},"comment":{"url":"https://api.github.com/repos/Microsoft/DirectX-Graphics-Samples/issues/comments/157953723","html_url":"https://github.com/Microsoft/DirectX-Graphics-Samples/issues/55#issuecomment-157953723","issue_url":"https://api.github.com/repos/Microsoft/DirectX-Graphics-Samples/issues/55","id":157953723,"user":{"login":"pengliu916","id":5034673,"avatar_url":"https://avatars.githubusercontent.com/u/5034673?v=3","gravatar_id":"","url":"https://api.github.com/users/pengliu916","html_url":"https://github.com/pengliu916","followers_url":"https://api.github.com/users/pengliu916/followers","following_url":"https://api.github.com/users/pengliu916/following{/other_user}","gists_url":"https://api.github.com/users/pengliu916/gists{/gist_id}","starred_url":"https://api.github.com/users/pengliu916/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/pengliu916/subscriptions","organizations_url":"https://api.github.com/users/pengliu916/orgs","repos_url":"https://api.github.com/users/pengliu916/repos","events_url":"https://api.github.com/users/pengliu916/events{/privacy}","received_events_url":"https://api.github.com/users/pengliu916/received_events","type":"User","site_admin":false},"created_at":"2015-11-19T05:18:32Z","updated_at":"2015-11-19T05:18:32Z","body":"I try to find the page where it mentioned about using DEFAULT instead of others types, but since it's long time ago, I couldn't find neither. But I just wondering: if we just render GPU timing data as bar chart we can kick CPU out of the loop, so can we just use DEFAULT heap for store gputimestamp data, then use PS to render the graph(even the fonts)? No CPU read anymore. which should be the most performant way of doing GPU profiling."}}