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present problem with multi monitor


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#1 benbon   Members   -  Reputation: 100

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Posted 31 January 2012 - 09:36 PM

I found that the d3d's present function may cost more time when using slave monitor than primary monitor, why?

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#2 benbon   Members   -  Reputation: 100

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Posted 03 February 2012 - 02:47 AM

anybody can tell me why?

#3 Evil Steve   Members   -  Reputation: 1987

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Posted 03 February 2012 - 04:12 AM

I've only seen it happen when your two monitors are controlled by different graphics cards. If create your device for the first card, but then move your window to the second card, then D3D has to copy the backbuffer contents across the bus to the other card to display it on the other monitor, which can be extremely slow.

I've not seen this happen in the usual case where you have two monitors plugged into two outputs of the same graphics card, however it might still happen depending on the exact setup of the card.

Steve Macpherson
Systems Programmer

Rockstar North


#4 DJTN   Members   -  Reputation: 207

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Posted 05 February 2012 - 11:47 AM

I've also seen this when the two monitors are not of the same resolution and model/mfg. By default windows OS requires one driver be used per graphic card and shared between the two monitors. This can be problematic with older cards that support multiple monitors and driver compatibility.




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