Very simple question: Setting the monitor's refresh rate
Simple question. How would I do this (in code obviously).... and is setting the monitor to 60 hz recommended?
Thanks,
-The Pentium Guy
When creating a device you can pass the desired refresh rate via the D3DPRESENT_PARAMETERS structure in the FullScreen_RefreshRateInHz member. The refresh rate should be one that you get from calling EnumAdaptorModes().
Eh...quick question. Why would this monitor NOT support 60hz at 640x480/800x600/1024x768, but supports 60hz at 1280x1024? Very strange, becuase when I manually go to 640x480 and set it to 60hz it's fine (60hz is the default for 640x480 anyways). But when I do it in code it doesn't work.
-2005530516 (D3DERR_INVALIDCALL)
at Microsoft.DirectX.Direct3D.Device..ctor(Int32 adapter, DeviceType deviceType, IntPtr renderWindowHandle, CreateFlags behaviorFlags, PresentParameters[] presentationParameters)
However if I comment out the
"dxDevice.FullscreenRefreshRateInHz = 60"
line, then it works fine.
At 1280x1024, the monitor is capable of running (both in code, and manually) at 60hz.
Strange.
Any help?
Thanks,
-The Pentium Guy
-2005530516 (D3DERR_INVALIDCALL)
at Microsoft.DirectX.Direct3D.Device..ctor(Int32 adapter, DeviceType deviceType, IntPtr renderWindowHandle, CreateFlags behaviorFlags, PresentParameters[] presentationParameters)
However if I comment out the
"dxDevice.FullscreenRefreshRateInHz = 60"
line, then it works fine.
At 1280x1024, the monitor is capable of running (both in code, and manually) at 60hz.
Strange.
Any help?
Thanks,
-The Pentium Guy
I've noticed a similar thing happens with me whenever I set the refresh rate to anything besides the default rate. I've never known why and would be interested in what is happening as well.
I experience similar behavior. For example, some resolutions offer a refresh rate of 72, while others don't. I'm not quite sure if it's a monitor or GPU restriction.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement