On Fri, 26 Oct 2012 21:59:28 -0700 Konstantin Svist <fry....@gmail.com> said:
> On 10/26/2012 07:24 PM, Carsten Haitzler (The Rasterman) wrote: > > On Fri, 26 Oct 2012 12:23:34 -0700 Konstantin Svist <fry....@gmail.com> > > said: > > > >> On 10/26/2012 11:06 AM, Carsten Haitzler (The Rasterman) wrote: > >>> On Fri, 26 Oct 2012 10:45:53 -0700 Konstantin Svist <fry....@gmail.com> > >>> said: > >>> > >>>> * turning off other displays is usually NOT desired: if the game is not > >>>> using them, I would expect to be able to use a 2nd/3rd/etc. monitor to > >>>> display something else (reference information for the game, or maybe > >>>> email client/notification widget/etc.). If the user doesn't need to use > >>>> the extra monitors, she can turn them off manually. > >>> due to how randr does things keeping screens on is not desirable. it also > >>> means you can't turn off compositing. it's not sane/sensible to keep them > >>> on given the x11 setup we have at this time (changes would mean changes to > >>> xserver internals and implementations as opposed to just a wm<->app > >>> protocol). > >> I use XFCE desktop without compositing (not a fan of any sfx that slow > >> my wm down). Hope you're not saying I can only use 1 monitor in this case? > >> Agree on not having to support full 3D-accellerated desktop while a game > >> is running, but here's a thought: since it doesn't need to be > >> interactive, why not render it in 2D for the duration? If some dynamic > >> widget updates, it can be re-drawn [with low priority], and then left as > >> static image on screen. > > this doesn't have to do with 3d accel at all. it's entirely buffer FLIPPING > > vs buffer COPYING. and it's for the 3d game window. currently drivers have > > an optimization. it goes something like this: > > > > if 3d window is "on top" AND has no shape AND it is the EXACT dimensions of > > the framebuffer, then do buffer FLIPS, otherwise COPY from backbuffer to > > framebuffer. > > > > so literally every time the game does a swapbuffers the backbuffer is > > EXCHANGED with the current framebuffer. this leads to ZERO copying of > > pixels to do the swap. all games that use gl do this (realistically). so by > > just keeping your 2nd screen around at all in any way or form, you'll > > impact performance. this can impact performance anywhere from maybe 5% to > > 50%. depending on the game and nature of rendering, gpu, framebuffer size > > etc. - this is all because both the screens become a big single framebuffer > > in hardware. > > I'm pretty sure gamers who use multiple screens know what to expect. I > wouldn't run an FPS with an extra desktop turned on, that's true -- but > a low-graphic-requirement game is a whole different story. > It's not problem without a solution -- maybe use a separate framebuffer, > or give user a choice/warning ("shrink desktop or suffer low performance") > > > > there is also another reason. let's say that your left monitor is where you > > want the game, and the right is where you keep your "windows". your left > > monitor is currently at 1600x900. your right is at 1600x900. when the game > > wantsa to change resolution, it asks for 1920x1080. this means there is no > > SPACE on the left area to shrink, so you have to reconfigure both screens, > > move all the windows and content around on the 2nd screen and shuffle them > > over to the right by 320 pixels to make room for the expanded left monitor > > region. this will lead to "artifacts" when starting/stopping the fullscreen > > mode. > > How is this different from resizing the left monitor with xrandr? That's > doable right now you can size it down use a viewport to only see part of the original left screen, thus not affecting anything on the still visible right-screen. -- ------------- Codito, ergo sum - "I code, therefore I am" -------------- The Rasterman (Carsten Haitzler) ras...@rasterman.com _______________________________________________ wm-spec-list mailing list wm-spec-list@gnome.org https://mail.gnome.org/mailman/listinfo/wm-spec-list