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Question - many small screens and 1 fullscreen

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las3r

Posts: 1

Joined: Sat Nov 27, 2021 1:20 am

Post Sat Nov 27, 2021 4:58 am

Question - many small screens and 1 fullscreen

Hi there,

I'm running ISBoxer with FFXIV14 with 8 clients. I have a 3800x1600 monitor. I'm using this to play music ingame (barding) and that means that I have some other programs continuously sending LOTS of keypresses to every client.
THis works fine in general, and all of my clients run at 60 fps (lowest settings etc).

However, at peak times, when there are 200-300 people watching, my clients do start to lag out a bit (50-55fps), resulting in out-of-sync music.

With hot swapping disabled this issue is gone, but the only option I have for disabling hot swapping is "equal size" clients. This won't work, as I need my master slot to be as big as possible.

Is there a way to set up 7 clients to be 'small and tiles' and the master client (1st) to be fullscreen or bordered fullscreen without swapping?
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bob

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League of Extraordinary Multiboxers

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Joined: Sat Feb 15, 2014 11:14 am

Location: In the dining room, with the lead pipe.

Post Sat Nov 27, 2021 7:20 am

Re: Question - many small screens and 1 fullscreen

I suspect, based on the way you have described the options, the difference is less about hot swapping, and more that when you use a Tiled layout (all of equal size), then all the games are rendered internally at a smaller resolution than when you run the games with 1 large and 7 smaller windows.

i.e. if I took a punt and said you have 1 in the top left and 7 around in a reverse L in a swapping layout, then the default way ISBoxer will set this up is that all games would be internally Rendered at 3040x1280. So rendering a total of 31,129,600 pixels across 8 games. The smaller windows are scaled down for display purposes.
This is so if you do swap, then the games do not resize (which can take several seconds), and action bars line up (because the games UI scale usually does not change with the render resolution).
Image


Now, if you chose a tiled layout, then all games are being rendered at 1280x533 for a total of 5,457,920 pixels across 8 games. This is almost 1/6 the amount of pixels of the corner layout, and thus requires less GPU processing power to render. This is not because Swapping is disabled, because you could have a tiled layout with swapping (although this is not intuitive, so by default swapping is not enabled for a tiled layout), but it is because ISBoxer has no need to keep all the games internal render resolution in sync to prevent the graphics reset when they do swap, because, with a tiled layout, they are already in sync.
Image


If you want a large window with the smaller windows rendering at their display resolution, then you can get this by changing the Instant Swapping to False. This will result in the large window rendering at 3040x1280 and the 7 smaller windows all rendering at 760x320. This all totals 5,593,600 pixels across the 8 games.
Image You can still swap with this setup, but if you do, then it will cause a graphics reset in the game which may change your game UI positions around, will be slow, and might result in mmouse broadcasting not lining up (this may not matter to you). You can also set the Enable Swapping option to false if you don't want swapping to work in this case.


As an alternative, if you do want swapping, and instant swapping so the swapping doesn't have all the side effects of a graphics reset, then you might just want to tone down the actual internal render resolution, which you can do with the 3D render size, which will set the internal render size for all windows, which might then result in scaling up or down for the actual display depending on the region. This one will work best if you know what the size of the main window will actually be so you can choose a 3D Render size with the same aspect ratio. In the corner layout the main region would be 3040x1280, so I can scale that down, and keep the aspect ratio, so I could set a 3D render size of 1710x720. This would be a total of 9,849,600 pixels to render for 8 games.
Image
If the 3D Render resolution was bumped down to 1520x640, which is actually a little more sensible being half scale, then it is 7,782,400 pixels for the 8 games. So a little bit closer to the tiled layout, look a little better on the bigger window, and still let you have swapping when you need it. I'm not sure that the 2m pixels would make that much difference overall.
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waymirec

Posts: 4

Joined: Fri Nov 08, 2019 11:02 pm

Post Sat Nov 27, 2021 1:46 pm

Re: Question - many small screens and 1 fullscreen

I was never a fan of having small windows spread all over my monitor so I went a different route. I made each slot full screen and stacked and then used a keymap & VFX to toggle small views of the other clients across the top of the screen. This allows me to quickly bring up a view of every window and see whats going on and then if it requires further attention I can quickly swap to that client, bringing it to the foreground in the main window.
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bob

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League of Extraordinary Multiboxers

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Joined: Sat Feb 15, 2014 11:14 am

Location: In the dining room, with the lead pipe.

Post Sat Nov 27, 2021 6:02 pm

Re: Question - many small screens and 1 fullscreen

waymirec wrote:I was never a fan of having small windows spread all over my monitor so I went a different route. I made each slot full screen and stacked and then used a keymap & VFX to toggle small views of the other clients across the top of the screen. This allows me to quickly bring up a view of every window and see whats going on and then if it requires further attention I can quickly swap to that client, bringing it to the foreground in the main window.

My immediate suspicion is the OP's issue causing the FPS drop during busy times is the shear number of pixels being rendered. A stacked full screen would not change that without tweaking it a bit. After all, the game is FFXIV, which is a bit of a resource hog and known for not having an efficient graphics pipeline.

A stacked full screen, with VideoFX could work in this case provided that the stack of was a suitable resolution. A quick check shows that if the stack were 1920x1080, which will be a total of 16,588,800 pixels, it might be ok.

As the noted drop in the OP's post was not significant, then it is probable that anything below 24m total pixels would work. So a bit of trial and error, and a calculator is all that is needed to get the count of pixels to keeping the FPS at the required level.

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