I am working on a (until now) simple patch that is loading a spread of filetextures to be able to scratch through them as high performance video playback with variable speed, direction …
When the renderer is in windowed mode the system load in shown in the task manager is close to zero (as expected), but if i switch to fullscreen, system load increases a lot.
Size of the renderer was very similar in windowed and fullscreen mode.
Why does the system load changes that much when switching to fullscreen ?
I can not see a logical reason for this behaviour !?
nia. when syncing presentation to vertical refresh directx blocks vvvv until the next refresh comes. see? in windowed mode vsync is not working, therefore the difference…
this is what is causing troubles with videoplayback in fullscreen, but it shouldn’t be a problem for other uses in vvvv since if your application would need more cpu it would still get it and the blocking wait would only be shorter then.
still a good point…i remember there was an option in direct3ds present…that could possibly change that behavior…last time i tried (years ago…) i think it didn’t do anything good though…note to self: check that again.
hm, now i can’t seem to reproduce this…can you provide the patch that does this? and can you show us a screenshot of the perfmeter in both cases and can you try this on a different pc/cpu?
soha, i reduced the patch to the minimum, got rid of all confusing extras and (at least here) the effect is reproducable on different machines.
Attached you find the patch, a folder with sample images and also the two perfmeter screenshots.
Please let me know if you can reproduce it.
(i have to admit, that one time i was not able to reproduce it at first try, but after toggling once between waitforframe an immediately it was there !?)