Long times spent in D3D12_Present

Apologies for the delay, and thanks for providing the trace. To discover where the time is going you may need to use a sampling profiler like Super Liminal to see if it’s all in the driver. In the past we’ve also seen long D3D12_presents when using D3DKMTQueryStatistics, but that’s a super edge case. I’m passing this over to my colleague who is more familiar with this area.