I just discovered using your 'Monitor Fading' function to make my secondary display black was giving me random hitches/stutter in 'A Plague Tale Requiem'.
'Monitor Fading' disabled = perfectly smooth, no stutter:
https://www.youtube.com/watch?v=xnEavcZ--Sg
Most noticeable at times: 0:11, 0:22, 0:37 and 0:42
This has been driven me crazy for days, but I bet it is also the culprit for the stutter in other games and in video playback I've been suffering for a long time...
WTF guys, how is this possible?? this is totally unacceptable.
How can your software be so untrustworthy and make such a mess for the whole system for such a simple function??
I've never run into this before but I will check with our developers to see if there's a polling timer that only runs while fading is enabled and we'll see if we can track it down.
I've never run into this before but I will check with our developers to see if there's a polling timer that only runs while fading is enabled and we'll see if we can track it down.
Some people are not sensitive to this kind of microstutter. It is subtle but it's clearly there. Those videos where recorded one immediately after the other, just enabling 'Monitor Fading' with a hotkey.
We have an idea on what could be causing this, and have added it to our list to fix up. We will post an update here if/when we have a new beta with it fixed.
Ok. I hope it's soon, because DisplayFusion's unability to set a screensaver for only 1 display was what lead me to use 'Monitor fading' in the first place. Now there is no viable option.
We have an idea on what could be causing this, and have added it to our list to fix up. We will post an update here if/when we have a new beta with it fixed.
Thanks!
So I guess this issue still haven't been touched in the new Beta 18?
We didn't get a chance to work on it for Beta 18, it's still on our list for one of the next few betas.
I see you fixed it in Beta 21. I just discovered now another problem. When I'm playing a video file in D3D11 fullscreen windowed mode (using PotPlayer and madVR video renderer) enabling 'Monitor Fading' makes the video play switch from 10 bit to 8 bit...
As soon as I disable 'Monitor Fading' it goes back to 10 bit...
I honestly can't fathom why such a simple feature can be so problematic. I resorted to just load a fullscreen black png in an image viewer in the secondary display, and I have none of the problems your 'Monitor Fading' bring up.
And LAVfilter Video needs to be set to use D3D11 instead of DXVA:
My main display is in a 12bpc Output color depth setting:
and my secondary display in a 8bpc setting:
Right now I'm using a script to load a black.png in ACDsee in the secondary display, which is a cumbersome solution... but it works and doesn't change the video to 8 bit. 🤔
Just gave another try since a really long time without using this feature and... this is *still* happening in 11.0.6 Beta 6.
Stuttering is clearly noticeable in UE5 titles. You can check with this free demo just panning the camera: https://store.steampowered.com/app/2680010/The_First_Berserker_Khazan/