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Starting a DX11 Unity player ignores the "-adapter X" setting
Steps to reproduce :
- have a machine with 2 monitors
- open Unity and create a new scene
- build the scene and make a desktop shortcut
- rigth click and go to properties and after the path add "-adapter X"
- set the X to the second monitor
- play the .exe in fullscreen and notice the build starts on the second monitor
- repeat the same steps but this time in DX11 mode and notice the .exe does not start on the second monitor
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Jun 09, 2015 10:21
This is still an issue. The -adapter argument isn't working.
Please , is it going to be fixed or is there a workaround maybe?
Feb 17, 2015 10:56
It seems that the -adapter N command-line argument is still ignored for DX11 (build 4.6.2f1)
When building for DX9 this works, it nicely runs on the adapter you specify. When building for DX11 however, the viewer only always uses the primary adapter, maybe re-open this issue?
Feb 17, 2015 10:49
In which version has this issue been fixed?
I believe it is still a problem, especially on a machine with 2 graphics cards.
If I start 2 instances of my program like this:
start "myApp-dx9_1" myApp-dx9.exe -adapter 0 -screen-fullscreen 0 -screen-width 200 -screen-height 200
start "myApp-dx9_2" myApp-dx9.exe -adapter 1 -screen-fullscreen 0 -screen-width 600 -screen-height 600
They end up on the same monitor (which is no problem to me, I can move the window in code later), but in a tool like GPU-Z you can see that both GPUs are busy. Windows seems to copy the framebuffer from GPU2 to GPU1 if the rendered window is on GPU1.
If I drag the 2nd instance to its own monitor, the GPU load is equally high on the 2 GPUs.
If I build the same app in dx11 mode and start it up in the same way, only the 1st GPU is busy.
If I drag the 2nd instance to its own monitor, the load on GPU1 is much higher, since that is where both the windows are doing the rendering. GPU2 is at a much lower load, just displaying the rendered window from GPU1.