Re: Does true full screen exclusive still exists in Win11?
Posted: 21 Oct 2024, 09:46
Who you gonna call? The Blur Busters! For Everything Better Than 60Hz™
https://forums.blurbusters.com/
hmm that doesn't make any sense to me if everything else was equal like presentation interval, vrr...matrox-40 wrote: ↑20 Oct 2024, 16:23Hello.
In Win11 24H2, windowed vs full screen, despite all scenarios were showing "hw composed: independent flip" Full screen was much more smooth than windowed. Windowed was just unplayable, for sune no placebo. Even recorded with 240FPS camera and was analyzing in slow-motion.
huh yikes... if it's actually constantly changing between "hardware: independent flip" and "hardware composed: independent flip" then it could be because the game is somehow constantly changing between plane 0 and plane 1+, but a constant change like that isn't normal...matrox-40 wrote: ↑20 Oct 2024, 16:23I swiched to Win10 22H2 to see how it goest there, as its generally more smooth for me (I did tons of experiments before I started thread here), and here are findings:
I discovered something interesting that in windowed mode presentation model changes by itself: every several seconds I can see model name changes in that RTSS overlay, but change is so fast you cannot read whats there. I recorded video and then analyzed frame by frame and it was like below. In this situation there is stuttering.
keep in mind that rtss has a 3 seconds reporting lag by default for the data it displays from intel's presentmon (this includes the presentation model reading); basically because intel's presentmon has a delay for that and to allow for smooth scrolling of data...matrox-40 wrote: ↑20 Oct 2024, 16:23Also I found, that sometimes in windowed mode game will start as "composed: flip" and this is stutterfest, also what is very misleading in this scenario windowed gsync seems to be activated, monitor Hz fluctuates, g-sync indicator is on but game play is stuttermess.
20241020_195041.jpg 20241020_195022.jpg
this would indicate then that your game is on MPO plane 1 but you don't have 2+ MPOs available to retain independent flip presentation when something gets on top of your game... hence the game falls into the composed flip presentation when you bring up the windows start menu over the game.
both.matrox-40 wrote: ↑20 Oct 2024, 16:23so its different behavior vs Win11 24H2. However, when "hw composed: independent flip" is there permanent in full screen, I can get it very smooth with g-sync & frame cap via RTSS or ingame cap.
You said "independent flip presentation" = as good or better than FSE. Is this :
"hw composed: independent flip"
or
hw: independent flip" or any of these ?
"hardware: independent flip" indicates the game did not take ownership of the screen (either because it's just borderless windowed or because FSO/eFSE was applied), but it is still swapping the displayed surface every frame (via buffer pointer swap/flipping), independently, with the same efficiency as fullscreen exclusive (hardware: legacy flip).
i'm not sure what all is different between your different tests. it could be a number of things...matrox-40 wrote: ↑20 Oct 2024, 16:23I'm still manipulating a lot, so this is just in-between update. My target is to make is working smooth in tripple screen configuration.
Besides presentation model, do you think can there be some explanations why in Win11 I cannot get it smooth in any scenario, while in Win10 yes ? I was trying to replicate all settings from Win10 to Win11 and Win11 stutters.
Code: Select all
[OverrideDXGI]
ForceFlipModel = 1
ForceAllowTearing = 1
Hello let me update on subject, as I have new findings.RealNC wrote: ↑22 Oct 2024, 21:32Since this is a DX11 game, one thing you can try is to force the flip model with RTSS. Create an RTSS profile for this game, then quit RTSS (also quit Afterburner if you use that too so it doesn't auto-relaunch RTSS) open the profile in a text editor. The profiles are located in the "Profiles" folder in the RTSS installation folder.
Add this to the profile:
Make sure the game is set to borderless fullscreen, not exclusive fullscreen.Code: Select all
[OverrideDXGI] ForceFlipModel = 1 ForceAllowTearing = 1
At the end of the day though, when you have multiple monitors, expect problems. MPOs usually don't work correctly when having multiple monitors.