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DesktopDuplication call releaseFrame before acquireNextFrame - #373

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According to the documentation ( https://docs.microsoft.com/en-us/windows/win32/api/dxgi1_2/nf-dxgi1_2-idxgioutputduplication-releaseframe ) the method releaseFrame should be called before the method acquireNextFrame.

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Can one of the admins verify this patch?

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Can one of the admins verify this patch?

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Thanks for the PR!

The issue with this is that it makes the grabbing block until the next frame has been rendered on the GPU. This means that the effectively captured frame rate is ~half of what the grab timer is configured for. (For example, for a 60 FPS monitor/game with 50ms grab interval the theoretical grab FPS is 20. With this, I get only 10.
I don't have a good solution on how to make this work in a way that has a reasonable user experience, I'm open to suggestions.

Do you have any data on how much this reduces GPU load? IIUC the DDupl-capturing is purely GPU, the expensive part of the whole operation is copying the frame buffer back to the system memory, which is unaffected by this. In desktop workloads, the impact of this certainly is near zero (maybe relevant for battery life on laptops, which won't use Prismatik), in gaming >30 FPS there could be some gain.

You should reset m_releaseFrame when the duplication is re-created as well - At the same time, incorrectly calling releaseFrame has no relevant consequences so to me not adding the boolean would be fine as well.

On a side node, please don't reformat half the file for a 4 line patch.

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The effect of halving the framerate is weird, I reverted the changes for now and will test it some more when I have time.

I don't have any data of the GPU load, but I noticed a significant drop in performance when using DDupl as it is right now when playing Gears 5 which is why I started searching for some relief.
For now I am testing Windows 10 Hardware-accelerated GPU scheduling. This seems to result in DDupl having less of a performance impact, but at the cost of DDupl starting to stutter when the GPU is under full load (Game running at 70 fps, DDupl struggles at maybe 5 fps).

As for your side note: I didn't mean to change all of that formatting, however Visual Studio 2019 did...

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see this for your fps

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
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try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
DesktopDuplication call releaseFrame before acquireNextFrame by Womifa · Pull Request #373 · psieg/Lightpack · GitHub
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DesktopDuplication call releaseFrame before acquireNextFrame - #373

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According to the documentation ( https://docs.microsoft.com/en-us/windows/win32/api/dxgi1_2/nf-dxgi1_2-idxgioutputduplication-releaseframe ) the method releaseFrame should be called before the method acquireNextFrame.

@psieg-jenkins

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Can one of the admins verify this patch?

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@psieg-jenkins

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Can one of the admins verify this patch?

@psieg

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Thanks for the PR!

The issue with this is that it makes the grabbing block until the next frame has been rendered on the GPU. This means that the effectively captured frame rate is ~half of what the grab timer is configured for. (For example, for a 60 FPS monitor/game with 50ms grab interval the theoretical grab FPS is 20. With this, I get only 10.
I don't have a good solution on how to make this work in a way that has a reasonable user experience, I'm open to suggestions.

Do you have any data on how much this reduces GPU load? IIUC the DDupl-capturing is purely GPU, the expensive part of the whole operation is copying the frame buffer back to the system memory, which is unaffected by this. In desktop workloads, the impact of this certainly is near zero (maybe relevant for battery life on laptops, which won't use Prismatik), in gaming >30 FPS there could be some gain.

You should reset m_releaseFrame when the duplication is re-created as well - At the same time, incorrectly calling releaseFrame has no relevant consequences so to me not adding the boolean would be fine as well.

On a side node, please don't reformat half the file for a 4 line patch.

@Womifa

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The effect of halving the framerate is weird, I reverted the changes for now and will test it some more when I have time.

I don't have any data of the GPU load, but I noticed a significant drop in performance when using DDupl as it is right now when playing Gears 5 which is why I started searching for some relief.
For now I am testing Windows 10 Hardware-accelerated GPU scheduling. This seems to result in DDupl having less of a performance impact, but at the cost of DDupl starting to stutter when the GPU is under full load (Game running at 70 fps, DDupl struggles at maybe 5 fps).

As for your side note: I didn't mean to change all of that formatting, however Visual Studio 2019 did...

@zomfg

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see this for your fps

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' DesktopDuplication call releaseFrame before acquireNextFrame by Womifa · Pull Request #373 · psieg/Lightpack · GitHub
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DesktopDuplication call releaseFrame before acquireNextFrame - #373

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According to the documentation ( https://docs.microsoft.com/en-us/windows/win32/api/dxgi1_2/nf-dxgi1_2-idxgioutputduplication-releaseframe ) the method releaseFrame should be called before the method acquireNextFrame.

@psieg-jenkins

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Can one of the admins verify this patch?

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@psieg-jenkins

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Can one of the admins verify this patch?

@psieg

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Thanks for the PR!

The issue with this is that it makes the grabbing block until the next frame has been rendered on the GPU. This means that the effectively captured frame rate is ~half of what the grab timer is configured for. (For example, for a 60 FPS monitor/game with 50ms grab interval the theoretical grab FPS is 20. With this, I get only 10.
I don't have a good solution on how to make this work in a way that has a reasonable user experience, I'm open to suggestions.

Do you have any data on how much this reduces GPU load? IIUC the DDupl-capturing is purely GPU, the expensive part of the whole operation is copying the frame buffer back to the system memory, which is unaffected by this. In desktop workloads, the impact of this certainly is near zero (maybe relevant for battery life on laptops, which won't use Prismatik), in gaming >30 FPS there could be some gain.

You should reset m_releaseFrame when the duplication is re-created as well - At the same time, incorrectly calling releaseFrame has no relevant consequences so to me not adding the boolean would be fine as well.

On a side node, please don't reformat half the file for a 4 line patch.

@Womifa

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The effect of halving the framerate is weird, I reverted the changes for now and will test it some more when I have time.

I don't have any data of the GPU load, but I noticed a significant drop in performance when using DDupl as it is right now when playing Gears 5 which is why I started searching for some relief.
For now I am testing Windows 10 Hardware-accelerated GPU scheduling. This seems to result in DDupl having less of a performance impact, but at the cost of DDupl starting to stutter when the GPU is under full load (Game running at 70 fps, DDupl struggles at maybe 5 fps).

As for your side note: I didn't mean to change all of that formatting, however Visual Studio 2019 did...

@zomfg

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see this for your fps

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' DesktopDuplication call releaseFrame before acquireNextFrame by Womifa · Pull Request #373 · psieg/Lightpack · GitHub
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DesktopDuplication call releaseFrame before acquireNextFrame - #373

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According to the documentation ( https://docs.microsoft.com/en-us/windows/win32/api/dxgi1_2/nf-dxgi1_2-idxgioutputduplication-releaseframe ) the method releaseFrame should be called before the method acquireNextFrame.

@psieg-jenkins

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Can one of the admins verify this patch?

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@psieg-jenkins

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Can one of the admins verify this patch?

@psieg

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Thanks for the PR!

The issue with this is that it makes the grabbing block until the next frame has been rendered on the GPU. This means that the effectively captured frame rate is ~half of what the grab timer is configured for. (For example, for a 60 FPS monitor/game with 50ms grab interval the theoretical grab FPS is 20. With this, I get only 10.
I don't have a good solution on how to make this work in a way that has a reasonable user experience, I'm open to suggestions.

Do you have any data on how much this reduces GPU load? IIUC the DDupl-capturing is purely GPU, the expensive part of the whole operation is copying the frame buffer back to the system memory, which is unaffected by this. In desktop workloads, the impact of this certainly is near zero (maybe relevant for battery life on laptops, which won't use Prismatik), in gaming >30 FPS there could be some gain.

You should reset m_releaseFrame when the duplication is re-created as well - At the same time, incorrectly calling releaseFrame has no relevant consequences so to me not adding the boolean would be fine as well.

On a side node, please don't reformat half the file for a 4 line patch.

@Womifa

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The effect of halving the framerate is weird, I reverted the changes for now and will test it some more when I have time.

I don't have any data of the GPU load, but I noticed a significant drop in performance when using DDupl as it is right now when playing Gears 5 which is why I started searching for some relief.
For now I am testing Windows 10 Hardware-accelerated GPU scheduling. This seems to result in DDupl having less of a performance impact, but at the cost of DDupl starting to stutter when the GPU is under full load (Game running at 70 fps, DDupl struggles at maybe 5 fps).

As for your side note: I didn't mean to change all of that formatting, however Visual Studio 2019 did...

@zomfg

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see this for your fps

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + ' DesktopDuplication call releaseFrame before acquireNextFrame by Womifa · Pull Request #373 · psieg/Lightpack · GitHub
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DesktopDuplication call releaseFrame before acquireNextFrame - #373

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According to the documentation ( https://docs.microsoft.com/en-us/windows/win32/api/dxgi1_2/nf-dxgi1_2-idxgioutputduplication-releaseframe ) the method releaseFrame should be called before the method acquireNextFrame.

@psieg-jenkins

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Can one of the admins verify this patch?

1 similar comment
@psieg-jenkins

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Can one of the admins verify this patch?

@psieg

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Thanks for the PR!

The issue with this is that it makes the grabbing block until the next frame has been rendered on the GPU. This means that the effectively captured frame rate is ~half of what the grab timer is configured for. (For example, for a 60 FPS monitor/game with 50ms grab interval the theoretical grab FPS is 20. With this, I get only 10.
I don't have a good solution on how to make this work in a way that has a reasonable user experience, I'm open to suggestions.

Do you have any data on how much this reduces GPU load? IIUC the DDupl-capturing is purely GPU, the expensive part of the whole operation is copying the frame buffer back to the system memory, which is unaffected by this. In desktop workloads, the impact of this certainly is near zero (maybe relevant for battery life on laptops, which won't use Prismatik), in gaming >30 FPS there could be some gain.

You should reset m_releaseFrame when the duplication is re-created as well - At the same time, incorrectly calling releaseFrame has no relevant consequences so to me not adding the boolean would be fine as well.

On a side node, please don't reformat half the file for a 4 line patch.

@Womifa

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The effect of halving the framerate is weird, I reverted the changes for now and will test it some more when I have time.

I don't have any data of the GPU load, but I noticed a significant drop in performance when using DDupl as it is right now when playing Gears 5 which is why I started searching for some relief.
For now I am testing Windows 10 Hardware-accelerated GPU scheduling. This seems to result in DDupl having less of a performance impact, but at the cost of DDupl starting to stutter when the GPU is under full load (Game running at 70 fps, DDupl struggles at maybe 5 fps).

As for your side note: I didn't mean to change all of that formatting, however Visual Studio 2019 did...

@zomfg

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see this for your fps

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' DesktopDuplication call releaseFrame before acquireNextFrame by Womifa · Pull Request #373 · psieg/Lightpack · GitHub
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DesktopDuplication call releaseFrame before acquireNextFrame - #373

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According to the documentation ( https://docs.microsoft.com/en-us/windows/win32/api/dxgi1_2/nf-dxgi1_2-idxgioutputduplication-releaseframe ) the method releaseFrame should be called before the method acquireNextFrame.

@psieg-jenkins

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Can one of the admins verify this patch?

1 similar comment
@psieg-jenkins

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Can one of the admins verify this patch?

@psieg

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Thanks for the PR!

The issue with this is that it makes the grabbing block until the next frame has been rendered on the GPU. This means that the effectively captured frame rate is ~half of what the grab timer is configured for. (For example, for a 60 FPS monitor/game with 50ms grab interval the theoretical grab FPS is 20. With this, I get only 10.
I don't have a good solution on how to make this work in a way that has a reasonable user experience, I'm open to suggestions.

Do you have any data on how much this reduces GPU load? IIUC the DDupl-capturing is purely GPU, the expensive part of the whole operation is copying the frame buffer back to the system memory, which is unaffected by this. In desktop workloads, the impact of this certainly is near zero (maybe relevant for battery life on laptops, which won't use Prismatik), in gaming >30 FPS there could be some gain.

You should reset m_releaseFrame when the duplication is re-created as well - At the same time, incorrectly calling releaseFrame has no relevant consequences so to me not adding the boolean would be fine as well.

On a side node, please don't reformat half the file for a 4 line patch.

@Womifa

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The effect of halving the framerate is weird, I reverted the changes for now and will test it some more when I have time.

I don't have any data of the GPU load, but I noticed a significant drop in performance when using DDupl as it is right now when playing Gears 5 which is why I started searching for some relief.
For now I am testing Windows 10 Hardware-accelerated GPU scheduling. This seems to result in DDupl having less of a performance impact, but at the cost of DDupl starting to stutter when the GPU is under full load (Game running at 70 fps, DDupl struggles at maybe 5 fps).

As for your side note: I didn't mean to change all of that formatting, however Visual Studio 2019 did...

@zomfg

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see this for your fps

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' DesktopDuplication call releaseFrame before acquireNextFrame by Womifa · Pull Request #373 · psieg/Lightpack · GitHub
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DesktopDuplication call releaseFrame before acquireNextFrame - #373

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According to the documentation ( https://docs.microsoft.com/en-us/windows/win32/api/dxgi1_2/nf-dxgi1_2-idxgioutputduplication-releaseframe ) the method releaseFrame should be called before the method acquireNextFrame.

@psieg-jenkins

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Can one of the admins verify this patch?

1 similar comment
@psieg-jenkins

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Can one of the admins verify this patch?

@psieg

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Thanks for the PR!

The issue with this is that it makes the grabbing block until the next frame has been rendered on the GPU. This means that the effectively captured frame rate is ~half of what the grab timer is configured for. (For example, for a 60 FPS monitor/game with 50ms grab interval the theoretical grab FPS is 20. With this, I get only 10.
I don't have a good solution on how to make this work in a way that has a reasonable user experience, I'm open to suggestions.

Do you have any data on how much this reduces GPU load? IIUC the DDupl-capturing is purely GPU, the expensive part of the whole operation is copying the frame buffer back to the system memory, which is unaffected by this. In desktop workloads, the impact of this certainly is near zero (maybe relevant for battery life on laptops, which won't use Prismatik), in gaming >30 FPS there could be some gain.

You should reset m_releaseFrame when the duplication is re-created as well - At the same time, incorrectly calling releaseFrame has no relevant consequences so to me not adding the boolean would be fine as well.

On a side node, please don't reformat half the file for a 4 line patch.

@Womifa

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Author

The effect of halving the framerate is weird, I reverted the changes for now and will test it some more when I have time.

I don't have any data of the GPU load, but I noticed a significant drop in performance when using DDupl as it is right now when playing Gears 5 which is why I started searching for some relief.
For now I am testing Windows 10 Hardware-accelerated GPU scheduling. This seems to result in DDupl having less of a performance impact, but at the cost of DDupl starting to stutter when the GPU is under full load (Game running at 70 fps, DDupl struggles at maybe 5 fps).

As for your side note: I didn't mean to change all of that formatting, however Visual Studio 2019 did...

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see this for your fps

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })(); DesktopDuplication call releaseFrame before acquireNextFrame by Womifa · Pull Request #373 · psieg/Lightpack · GitHub
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DesktopDuplication call releaseFrame before acquireNextFrame - #373

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DesktopDuplication call releaseFrame before acquireNextFrame#373
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@Womifa

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According to the documentation ( https://docs.microsoft.com/en-us/windows/win32/api/dxgi1_2/nf-dxgi1_2-idxgioutputduplication-releaseframe ) the method releaseFrame should be called before the method acquireNextFrame.

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Can one of the admins verify this patch?

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@psieg-jenkins

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Can one of the admins verify this patch?

@psieg

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Thanks for the PR!

The issue with this is that it makes the grabbing block until the next frame has been rendered on the GPU. This means that the effectively captured frame rate is ~half of what the grab timer is configured for. (For example, for a 60 FPS monitor/game with 50ms grab interval the theoretical grab FPS is 20. With this, I get only 10.
I don't have a good solution on how to make this work in a way that has a reasonable user experience, I'm open to suggestions.

Do you have any data on how much this reduces GPU load? IIUC the DDupl-capturing is purely GPU, the expensive part of the whole operation is copying the frame buffer back to the system memory, which is unaffected by this. In desktop workloads, the impact of this certainly is near zero (maybe relevant for battery life on laptops, which won't use Prismatik), in gaming >30 FPS there could be some gain.

You should reset m_releaseFrame when the duplication is re-created as well - At the same time, incorrectly calling releaseFrame has no relevant consequences so to me not adding the boolean would be fine as well.

On a side node, please don't reformat half the file for a 4 line patch.

@Womifa

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The effect of halving the framerate is weird, I reverted the changes for now and will test it some more when I have time.

I don't have any data of the GPU load, but I noticed a significant drop in performance when using DDupl as it is right now when playing Gears 5 which is why I started searching for some relief.
For now I am testing Windows 10 Hardware-accelerated GPU scheduling. This seems to result in DDupl having less of a performance impact, but at the cost of DDupl starting to stutter when the GPU is under full load (Game running at 70 fps, DDupl struggles at maybe 5 fps).

As for your side note: I didn't mean to change all of that formatting, however Visual Studio 2019 did...

@zomfg

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see this for your fps

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