When i create the device with D3D11_CREATE_DEVICE_DEBUG with One output runs really nice in fullscreen.
When i create the device without the D3D11_CREATE_DEVICE_DEBUG flag with one output it says that i am rendering at 60fps but actually everything is actually getting updated at about 20fps. When i switch it from fullscreen back to window mode then everything seems to be working fine. Now this is where it gets really weird. With D3D11_CREATE_DEVICE_DEBUG flag and multiple outputs in fullscreen runs really nice. But the minute i run it in fullscreen without the flag with one output perfomance dies.
The thing is that i do not want to release the Software with D3D11_CREATE_DEVICE_DEBUG, it seems so weird that it works better when that flag is turn on.
For whatever reason in DX11 using windows 7, i have not test this on window 8 yet. Whenever i go to full screen and then i drag something over the output it automatically kick my app out of full screen. Is there any way i can force it to stay in full screen. I look on several forum and microsoft even mention to change the value of DisableFullScreenWatchDog to anything but 0, but for whatever reason it had no effect. The same thing happens whenever i hit the print screen as well, even though i am setting the MakeWindowAssociation and telling it not to mess with those keys.
The app i am working on supposed to support up to n outputs where n can be from 1 to 4. When i run the app in a single output, all rendering are pretty smooth. But as soon as i create another window on a different output and try to render to both of them at the same time. The app still runs but it stutters a lot. So my question is that would the performance be better if i decided to create a Virtual Window that covers all the outputs i am interested in instead of create n windows.
The application i am developing when playing back movies. Everything plays fine,But every now and then the frame will stutter and then it will start to play smooth again. I have checked all the timing and update clock is always around the 30fps which the movies is encode at. The Engine is running at 60fps which the time stamp between frame is always 16 tp 17 ms which is also correct. So i am kind of confuse why would it stutter out of nowhere. Have anyone ever experience a similar problem with DX11 where they get random stutter and knows how to fix that issue. I have
been tackling this problem for the past month now and i have not been able to find a solution. So anything anyone may now, i would greatly appreciate it. Once again, if you need any more info, just ask.