You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository was archived by the owner on Mar 15, 2026. It is now read-only.
Hey,
first of all thanks for that great wpf control. I had way to many problems using MS' Interop library.
I am currently looking into rendering performance. Consider a barebone wpf application using the WpfSharpDxControl with an empty Render() method. In my understanding the framerate is determined by the number of calls of CompositionTarget.Rendering invoked internally by wpf.
I did a little bit of testing and found out, that the will be somewhere around ~20-60 fps even with HardwareAcceleration (RenderCapacity.Tier 2) enabled.
Now when putting the render call OnCompositionTargetRendering in a while(true) loop on a different thread I get framerates in >300 fps. Unfortunately I do get a ton of exceptions when the Resize event is raised.
Did you try to implement a renderloop other than (un-)subscribing to the CompositionTarget.Rendering event. Or do you know any reason why rendering has to be done that way? Did you do some profiling on your end regarding framerates?
Hey,
first of all thanks for that great wpf control. I had way to many problems using MS' Interop library.
I am currently looking into rendering performance. Consider a barebone wpf application using the WpfSharpDxControl with an empty
Render()method. In my understanding the framerate is determined by the number of calls ofCompositionTarget.Renderinginvoked internally by wpf.I did a little bit of testing and found out, that the will be somewhere around ~20-60 fps even with HardwareAcceleration (
RenderCapacity.Tier2) enabled.Now when putting the render call
OnCompositionTargetRenderingin a while(true) loop on a different thread I get framerates in >300 fps. Unfortunately I do get a ton of exceptions when the Resize event is raised.Did you try to implement a renderloop other than (un-)subscribing to the
CompositionTarget.Renderingevent. Or do you know any reason why rendering has to be done that way? Did you do some profiling on your end regarding framerates?Thanks.