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Incorrect Display FPS rate on Multi-Monitor setups #108

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Zu-shi opened this issue Aug 26, 2021 · 4 comments
Open

Incorrect Display FPS rate on Multi-Monitor setups #108

Zu-shi opened this issue Aug 26, 2021 · 4 comments
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PresentMon-ConsoleApplication Relates to the console application (PresentMon/)

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@Zu-shi
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Zu-shi commented Aug 26, 2021

Due to an optimization in the most recent Windows release, people running games in multi-monitors may see inaccurate reports of Display FPS if the game's FPS is higher than monitor's FPS. For example, the following occurs when gaming on a 60hz monitor:

image

Latency will correspondingly suffer some inaccuracies, since it is tied to MSUntilDisplay. In practice, PresentMon's way of tracking windows in multi-mon config will need an update to be more aware of individual monitors, in order to have good accuracy guarantees compared to other modes.

This is more likely to occur if monitors have mismatched FPS. Present FPS is not impacted.

(Insiders not running on Win11 may see some of this as well).

@15802973106
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how to get the displayed FPS data?
please tell me, thank you

@DevTechProfile
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Not sure what you are about, but PresentMon can't track the monitor refresh rate. This can be done by blank counters via NvAPI for example. Check function "NVAPI.NvAPI_GetVBlankCounter" from here:

https://github.com/CXWorld/CapFrameX/blob/master/source/OpenHardwareMonitor/Hardware/Nvidia/NvidiaGPU.cs

@15802973106
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How to get the information ,such as
QQlive.exe(23451):
0000234815233[D3D9]: SyncTnterval = -1 Flags = 0 8.33ms/frame(120.0fps ,65.0fps displayed)
How to get the 120fps,65.0fps displayed

@JeffersonMontgomery-Intel
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Data is also written to a "PresentMon-....csv" file.

@JeffersonMontgomery-Intel JeffersonMontgomery-Intel added the PresentMon-ConsoleApplication Relates to the console application (PresentMon/) label Aug 25, 2023
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