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Remove the waits again, because they were making things suspiciously unbalanced
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-4
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2 files changed

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SDL3_GPU/src/main.cpp

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@@ -629,8 +629,6 @@ SDL_AppResult SDL_AppIterate(void* appstate) {
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return SDL_APP_FAILURE;
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}
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SDL_WaitForGPUIdle(myAppState->device);
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std::chrono::high_resolution_clock::time_point endTime = std::chrono::high_resolution_clock::now();
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std::chrono::duration<Uint32, std::nano> frameTime = endTime - startTime;
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myAppState->frameTimes[myAppState->frameNumber] = frameTime.count();

Vulkan_Helpers/src/vk_engine.cpp

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@@ -954,8 +954,6 @@ SDL_AppResult VulkanEngine::Draw() {
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return SDL_APP_FAILURE;
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}
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vkDeviceWaitIdle(device);
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const std::chrono::high_resolution_clock::time_point endTime = std::chrono::high_resolution_clock::now();
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const std::chrono::duration<Uint32, std::nano> frameTime = endTime - startTime;
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frameTimes[frameNumber] = frameTime.count();

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