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Nypyren

Multi-monitor *windowed* present

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I'm experimenting with using Direct3D to paint the primary display of a regular windows app I'm making. Everything's going fine, but the render performance dies when I move the window to my other monitor. I've got a single video card running two monitors (instead of two video cards like I used to have). What is the 'correct' method to render properly in this situation without losing performance on the secondary monitor? Ahh... I'm using C#, but I suspect the technique is general and language doesn't especially matter.

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The approach taken by DXUT is to destroy and recreate the IDirect3DDevice9 whenever a window is "mostly" on another monitor. You can check where you are with GetWindowRect() and see the monitor coverage using IDirect3D9::GetAdapterMonitor().

As for the case when the window is physically split between two monitors... thats a tricky one. I'm not sure if you can get around having one adapter pipe its framebuffer to another adapter. Anyone else?

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2 monitor on a single video card will hurt your performance in any case. The best thing to have 2 cards (1 AGP and 1 PCI), render the Direct3D stuff with the AGP card (or PCI Express) and the rest with the PCI card on the other monitor.

I suppose you want to run your app on a monitor and show debugger and tools on the other one. So the PCI card doesn't need to ba able to render 3D stuff. Geforce2 are quite cheap nowadays and will do the trick.

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