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MediaPortal 1
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Dynamic refresh rate under Windows 10 (I've an Amd video card)
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<blockquote data-quote="Sebastiii" data-source="post: 1153574" data-attributes="member: 60104"><p>Yep i have this idea too but not to strong in c# and c++ to do it (when i have try) maybe i could retry again <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Yesterday, i have try to use deviceid but it was the same deviceid for 2 screen(s) so same GPU card (i have both GPU on dev for testing). </p><p>So need to find something else, with the recent change made ysterday, i use name + \\Display 1 etc. so it's better but maybe not full enough.</p><p></p><p></p><p></p><p>Maybe it's related but if i remember correctly, when MP start, it use the monitor set in MP config, D3D device is using it and create a pointer for C++. </p><p>So this D3D pointer never change and stay like this, MP windows can move his own window fullscreen or not but the D3D device stay the same.</p><p></p><p>Know the delay introduce, can be that MP try to do a DRR to the non available screen. But it should not because it's not the screen used on start.</p><p></p><p>I remember working on that part with [USER=83973]@Owlsroost[/USER] because before MP try to do refresh rate to a wrong monitor or non-existant one [USER=23741]@vuego[/USER] can explain too and before he must use eventghost to do a proper DRR.</p><p></p><p>So for me MP can handle correctly the screen to refresh but if MP is somehow on a wrong screen maybe DRR didn't work correctly (long time we did this change but i think the code to ask for DRR enumerate all current detected screen and do a comparaison to the current MP used screen and start the DRR.</p><p></p><p>So maybe the current MP used screen is fucked and then trigger the DRR delay.</p><p></p><p>It will be really good to know how to reproduce it to know what happen exactly <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Sebastiii, post: 1153574, member: 60104"] Yep i have this idea too but not to strong in c# and c++ to do it (when i have try) maybe i could retry again :) Yesterday, i have try to use deviceid but it was the same deviceid for 2 screen(s) so same GPU card (i have both GPU on dev for testing). So need to find something else, with the recent change made ysterday, i use name + \\Display 1 etc. so it's better but maybe not full enough. Maybe it's related but if i remember correctly, when MP start, it use the monitor set in MP config, D3D device is using it and create a pointer for C++. So this D3D pointer never change and stay like this, MP windows can move his own window fullscreen or not but the D3D device stay the same. Know the delay introduce, can be that MP try to do a DRR to the non available screen. But it should not because it's not the screen used on start. I remember working on that part with [USER=83973]@Owlsroost[/USER] because before MP try to do refresh rate to a wrong monitor or non-existant one [USER=23741]@vuego[/USER] can explain too and before he must use eventghost to do a proper DRR. So for me MP can handle correctly the screen to refresh but if MP is somehow on a wrong screen maybe DRR didn't work correctly (long time we did this change but i think the code to ask for DRR enumerate all current detected screen and do a comparaison to the current MP used screen and start the DRR. So maybe the current MP used screen is fucked and then trigger the DRR delay. It will be really good to know how to reproduce it to know what happen exactly :) [/QUOTE]
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Dynamic refresh rate under Windows 10 (I've an Amd video card)
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