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[Windows][DX12] When Gsync option is enabled in nVidia control, Player crashes on non-Gsync monitor when refresh rate is changed
This crash happens in a very specific condition:
- multiple monitor setup with one of them a Gsync monitor
- nVidia Gsync option is enabled
- Unity Player uses DX12, and runs in Exclusive FullScreen mode on the NON-Gsync monitor
- User changes the refresh rate
1. Download and build the Windows Standalone Player
2. Make sure the nVidia G-sync option is enabled.
3. Launch the Player
4. Move the Player onto the Non-Gsync monitor if it is not on it.
5. Switch to Exclusive FullScreen mode
6. In the Resolution Dropdown menu, pick the option with current resolution but different refresh rate
Expected: The Player can change refresh rate without crashing.
Happens to: 2019.1.0a12, 2018.3.2f1
Jan 03, 2019 09:07
@TITAN_HUNTER you are NOT facing the same issue. This specific issue only affects Windows Standalone player with DX12 when going into exclusive fullscreen mode on a monitor that isn't a gsync monitor while a gsync monitor is connected.
Please report a separate bug.
Jan 03, 2019 06:44
I am having the same issue. If I have G-SYNC enabled on my monitor the Unity editor will crash under small loads. If I open a new project in Unity it will lag and stutter but not crash until I start working on my project. If I activate play mode the lag immediately stops and everything goes full speed like it should, therefore it appears to be affecting the editor only.
My monitor is an Acer predator with G-SYNC
Current Unity version is 2018.3.0f2 but this has happened to me on previous versions of Unity as well.
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Resolution Note (2019.2.X):