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Old 9th June 2015, 18:08   #30892  |  Link
SecurityBunny
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Join Date: Jul 2013
Posts: 76
Quote:
Originally Posted by madshi View Post
Does this one fix the issue? It's based on the latest v0.88.11:

http://madshi.net/madVR64queueFix1.rar

If it does fix the issue, please also double check with 23/24p display modes (if your display supports them), with both this build and v0.88.8. Your logs so far were mostly 59p, IIRC.
That does seem to fix the issue. Queues fill fine with D3D11 10-bit output. The only issue I'm able to tell is with D3D11, present queue is 15-15/15 while on D3D9 it bounces between 15-16/16 | 16-16/16. So you seem to lose one prepresented frame with D3D11.

Unfortunately I don't believe my monitor supports 23/24p display modes since it switches back to 59.95 hz after going fullscreen for a few seconds. But for those few seconds testing 24hz (display reporting 24.00 in madvr), queues fill all the way with prepresented at 14-15/15. Testing 23hz (presuming you don't mean 23.976hz) queues did not fill but the display was outputting 22.99hz.

Testing 0.88.8 at 24hz, queues fill perfectly fine. But similar to above, D3D11 seems to lose a prepresented frame in present queue when compared to D3D9.

All testing done with Ordered Dithering with both options enabled.

Edit: Probably doesn't mean much but with the test build, D3D11 10-bit, present queue displays 14-15/15 in windowed mode, whereas fullscreen it is completely stable at 15-15/15.

Last edited by SecurityBunny; 9th June 2015 at 18:14.
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