In GPU trace in NSight, I have noticed weird processing gaps during GPU processing. I have dispatched multiple draw calls on a single D3D12 direct queue, there are no resource state transitions between individual draw calls. The test runs on PC with single connected monitor, the app is in the topmost full-screen mode, VSync is enabled, Windows 10 is used, Debug layer is not enabled, SetStablePowerState is set to true… and the interruptions are still there.
I understand that GPU needs to do other work during my processing, but is there a way to eliminate the interruptions in a way, that GPU tracing data would not be polluted by these unrelated interruptions?
![](https://uploads.gamedev.net/forums/monthly_2022_05/7fe487a265e1484bbcf6379176f139fb.image.png)