ReShade doesn't time individual passes, nor would it be accurate to do so, since you'd have to query GPU timings which are not available at the time ReShade submits its render commands (as the commands first need to be communicated to the GPU and the GPU then has to execute them, before timings can be read back, at which point the CPU is already well committed to the next frame). Because of that frame time only captures the CPU submit time, not how long the GPU actually worked on it. And ReShade only updates uniforms once every frame before all techniques are being rendered anyway.
So this information is not available and cannot be made available in a performant fashion.
Last edit: 1 year 5 months ago by crosire.
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