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Eyefinity 2.0 -- no PLP.....

It's not a Vsync issue. It tears along the same line all the time, even when you drag a window across the desktop.
It is a V-Sync issue...

It doesn't just "tear along the same line at all times" on the desktop, it does it in games too... but ONLY when V-Sync is enabled in-game. Disable V-Sync, and the fixed line of tearing vanishes.
The Aero desktop always has V-Sync enabled, so it also shows the problem. If you disable Aero and drop back to "Basic" while in Spanned/Eyefinity mode, V-sync is disabled for the desktop, and the constant tear goes away.

What you're seeing on the odd-display-out is V-Sync enabled, but out of sync with that one particular monitor (so it always tears in the same place).
 
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It is a V-Sync issue...

It doesn't just "tear along the same line at all times" on the desktop, it does it in games too... but ONLY when V-Sync is enabled in-game. Disable V-Sync, and the fixed line of tearing vanishes.
The Aero desktop always has V-Sync enabled, so it also shows the problem. If you disable Aero and drop back to "Basic" while in Spanned/Eyefinity mode, V-sync is disabled for the desktop, and the constant tear goes away.

What you're seeing on the odd-display-out is V-Sync enabled, but out of sync with that one particular monitor (so it always tears in the same place).
I'll check this when I get home :)
 
Wow, you're actually right! I can't confirm for games, but in Aero it's tearing in one spot. If I switch to Windows Basic, the tearing happens on all three screens, all over the place, like normal screen tearing with no Vsync. If anyone wants, I'll post a video.
 
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It would be hard because i bet that ATM wether it is Landscape or Portrait is something done on the hardware level (simple fixed function to change output one way or another) and thus you quickly send the data through path A, B, C or D entirely.

If that could be changed on the fly then sure, it wouldn't be that hard to say i guess. All in all this is just me thinking about why it could be problematic after all.

Its not hardware its software or PLP would not work at all with any card.
It works on the desktop so it will work in full screen as well as there is no difference besides hiding the desktop and boarders.

Mixing resolutions, orientations is all software as the hardware does not care which way up things are, its all just pixels to it and its the software that controls it.
 
With PLP I would think it would be easy since it's just one big res. It's not like your really mixing res's. It's just 4960x1600. I would be happy If they could just trick it to see one big monitor at that res with out bezal correction. If some games will run window mode across it I don't see it being that big a deal for it to work full screen.
 
I'm playing Dota 2 and it has the option for windows mode so I thought about trying a cheap-man setup of PLP wonder if anyone can help me.

Setup is 4 monitors - laptop + 2x 15inch + 1x 22inch.
I do eyefinity with laptop and 22inch the get the highest resolution possible - 2720 x 768. Then extend the 2x 15inch. Put dota 2 in windows mode and drag it across the 15 x 22 x 15 monitors. Would that work?

I was thinking about doing this on the desktop as well. Get 5770 or higher anything with 4 graphic ports. Then run 2 x 1 eyefinity and 2 in extend.
 
I'm playing Dota 2 and it has the option for windows mode so I thought about trying a cheap-man setup of PLP wonder if anyone can help me.

Setup is 4 monitors - laptop + 2x 15inch + 1x 22inch.
I do eyefinity with laptop and 22inch the get the highest resolution possible - 2720 x 768. Then extend the 2x 15inch. Put dota 2 in windows mode and drag it across the 15 x 22 x 15 monitors. Would that work?

I was thinking about doing this on the desktop as well. Get 5770 or higher anything with 4 graphic ports. Then run 2 x 1 eyefinity and 2 in extend.

no idea

but let us know what happens!
 
If you are interested in seeing a solution for PLP
Go here:
http://www.wsgf.org/article/displayport-dvi-mst-hub-plp-support#comment-246243

If we band together, we could get this made!!!!
Originally Posted by Delphium
Article updated.

The video scaling is done using bicubic image sampling which produces a very good quality image.

With the input as DP v1.2 that would give us 17.28Gbit/s of bandwidth which will allow us most ultra wide and high res, but sadly not in 3D.
To give an idea..

4960x1600@60hz = 11.42Gbit/s
5040x1050@60hz = 7.62Gbit/s
5760x1080@60hz = 8.96Gbit/s
6000x2000@60hz = 17.28Gbit/s

4960x1600@120hz = 22.86Gbit/s
5040x1050@120hz = 15.24Gbit/s
5760x1080@120hz = 17.92Gbit/s

You can use our fov & bandwidth calc to play around with different resolutions and refresh rates to see what may and may not work for you.

Using dual DP1.2 inputs might potentially work but it may make things a hell of a lot more complicated and pricey.
Now with pics
 
Thanks for posting this. I'd buy one in a heartbeat. :D
I wouldn't. There's one massive caveat to using one of those that they fail to mention in their press release.

That product ONLY allows spanned resolutions. Your PC will see one large monitor no matter what you do. There is no way to use Extended Desktop mode and have Windows see three individual monitors with that box.

Instant deal-breaker for me and a lot of other people, who only jump into spanned mode when needed for gaming :(
 
Would it really matter tho to have 1 giant screen?

Surely with hydragrid/matrox powergrid & aston shell as a replacement, you can replace what windows offers..
 
I don't really mind paying $500-$1000 for something i would use for 5-10 years or more. I'm actually getting tired dealing with softth with my plp setup.
 
another 20 30 20 PLP user here, still nothing but disappointment from ATI ?
no workarounds aside from windowed mode?
 
Its a technical hardware thing for PLP which is likely to require a change in hardware which then would happen in the future, maybe.
 
Its a technical hardware thing for PLP which is likely to require a change in hardware which then would happen in the future, maybe.

I hear this statement every so often, and to date I don't think I've seen any facts supporting this. At least not presenting any hurdles more difficult than what eyefinity typically engages, just a different approach.

If there's some more technical explanation than just a vague dismissal of why PLP is just not possible, I'd love to see it.
 
I hear this statement every so often, and to date I don't think I've seen any facts supporting this. At least not presenting any hurdles more difficult than what eyefinity typically engages, just a different approach.

If there's some more technical explanation than just a vague dismissal of why PLP is just not possible, I'd love to see it.

I'm with you, I call BS on that too. Given a basic understanding of how Eyefinity/Surround works, making PLP work would just be a small investment in driver development.
 
I'm with you, I call BS on that too. Given a basic understanding of how Eyefinity/Surround works, making PLP work would just be a small investment in driver development.

If it was that simple, don't you think there would already be custom drivers for it?
 
windows extended desktop can do it for games in windowed mode, how hard could it be.
hardware limitation sounds like BS to me.
 
Yes, but unless i'm mistaken it's DX9 only.

softth.com translation - "Does your in the game options the "DirectX 9" mode. Otherwise, does not the whole "

That statement physically hurt me. Anyway, yes it's DX9 only and the guy developing it doesn't have the time to include support for DX10/11.
 
I think that the lack of PLP support is simply due to the very small number of peoples that are using such setup. :(
I guess that AMD's priorities would shift if this thread would have 50+ pages...
 
There was a TON of support for it when the press slides showing mixed resolution hit the net. I feel like if AMD truly implemented such a feature they would really set themselves apart from Nvidia in breaking new ground. Sadly, neither AMD nor Nvidia have the motivation to innovate like the gpu companies of yester-year did. Nvidia won't even release their drivers for open source or third party support.
 
Sad, PLP is the way to go. I don't get it though because it works with SOFTTH, so it's possible??
 
windows extended desktop can do it for games in windowed mode, how hard could it be.
hardware limitation sounds like BS to me.

Indeed and the difference between windowed mode and full screen is no window boarders and priority of resources and nothing more, it makes no difference to the hardware, hence why when you set-up Eyefinity it effects the desktop as well.
 
As far as I can tell, after poking around a bit, it IS a hardware limitation. In fact, it's caused by the same hardware limitation that causes a fixed tear to appear on one screen when Eyefinity is enabled.

To everyone who thinks it's a software problem because PLP is supported when in Extended Desktop mode, it's time for a wake-up call. When you're in extended-desktop, the hardware on the card responsible for SLS mode (eyefinity) is bypassed. Windows is allowed to see 3 separate screens, and the clock generators generating the display sync signal on the card can operate independently of one another. This allows each screen to operate at its own resolution and refresh rate while keeping independent sync settings (no tearing).

When you enable Eyefinity, the dedicated SLS hardware is inserted into the video pipeline at a very early stage, before the per-display clock generators. This dedicated hardware is fairly "dumb" and is relatively limited in regard to what input and output modes it supports, which is where the issues with V-Sync and PLP modes come from.

The SLS hardware has only ONE internal clock generator, and it can only be synced to one of the clock generators handling actual display output at any one time. Because there's only one clock generator to work with, all three output streams from the SLS hardware are running at identical display mode settings to one another before being fed into the actual display-output hardware. This holds true for bezel-corrected resolutions as well, the SLS hardware outputs 3 images at identical resolution, the display-output hardware has its sync settings altered to "crop" the extra rendered frame by moving those pixels out of bounds (which is why there's a full video reset when adjusting bezel correction).

Rotating a display to portrait requires a vastly different display mode, but the SLS hardware can only be synced to ONE of the display-output clock generators at any one time.

The breakdown is as follows:
- If you rotate one monitor in portrait, and that's the one the SLS hardware is synced to, then all output from the SLS hardware is portrait-mode.
- If you have one monitor in landscape, and it's the one the SLS hardware is synced to, then all output from the SLS hardware is landscape-mode.

The SLS hardware can accept a 4960x1600 source, but it is physically incapable of creating the individual 1200x1600 + 2560x1600 + 1200x1600 signals needed for PLP from from that 4960x1600 source.

There is the option of spoofing 7680x1600 (triple 2560x1600) by syncing the SLS hardware to the center monitor, then using the display-output hardware to crop off a MASSIVE chunk of the rendered frame so that it fits on the portrait screens to either side. There are three major problems with that, though.
- Performance would suck because you're rendering 7680x1600 but only displaying 4960x1600 of it, massive waste of resources there.
- The sides of the rendered image would be cropped off, so in many cases, your HUD would be entirely off-screen.
- You can only do so much cropping by monkeying with sync settings, that's why bezel correction is already limited in how much it can crop. it's not actually possible to remove THAT much screen using this method.
 
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