Sat Apr 14, 2012 1:22 am by ever1ast
In addition to the issues Yelgis has posted (build 5586) I am also experiencing issuces with repeater and the cursor while running any configuration involving one or more windows scaled down (as opposed to running them full-screen stacked).
Just as before, no matter which monitor your configuration is on, if each window is not maximized in fullscreen at an identical spect ratio to the main's, repeater will not function correctly. Specifically, the cursor in the target window will be completely off-target in an unknown spot.
For clarification:
You can run a main window at 2560x1600 or any other 16:10 resoultion and any/all of your slave boxes at 1280x800, 1920x1200...etc and repeater will function properly but NOT show the cursor's position.
Running one main and any/all the rest scaled down will break the repeater function -- meaning completely change the cursor's respective position within the slave windows -- yet DOES make the cursor appear within the slave's windows/ their videoFX viewers properly.
Switching repeater settings between "from center," "scaled to fit," or "from top corner" has no effect, and the result is the same. Also, only when using "windowed" mode in-game will each of the cursors properly appear -- and stay -- in their respective target windows, but the game is essentially unplayable while windowed since you have no idea where cursor positions on your main screen correspond to on the slaves (for the reason above).
Repeater with scaled window layounts was the real issue in the first place . While the new build makes the crusor appear properly while windowed, scaling down your slave boxes still "breaks" repeater --- you're still out of luck unless you choose to run a "stacked" configuration (but this defeats the purpose of IS really, even taking into account VideoFX viewers used in conjunction to allow simultaneous viewing again)
Lastly, repeater passthrough on videofx viewers is still not working properly in D3 (at least so far). Regardless of your configuration, clicks inside the VideoFX will not be sent to their respective postions in the corresponding window -- keyboard inputs however, are working just fine