Multi Monitors + Multi Video stutter/VPU issues
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I've had this issue for a while, but thought it might be my system installation fault. Recently made a fresh Windows 10 (Windows 10 OS Version 2009 (Build 19042.746)) install and fresh Vivaldi and Chrome installs, and it turns out the issue remained as it was.
What happens is: Whenever I have two windows on different monitors with 2 videos playing, they will slow down, stutter, stop and get stuck loading for a few seconds etc. It's unusable. I've checked with extensions I use, with all of them turned off and on a standalone installation of Vivaldi (all 3.6.2165.36 (Stable channel) (64-bit)). I've tried with both #ignore-gpu-blocklist enabled and disabled, as it was the most common suggestion I saw.
To compare, Chrome (88.0.4324.150) with same settings (meaning no extra flags, just the two windows with 1 video tab each) works flawlessly.
This persists on any type of video content. Any 2 YT videos, any 2 Twitch streams, Twitch + YT etc.
Digging somewhat deeper I took a look at GPU and VPU usage in both scenarios. GPU usage across both was similar. VPU (The video usage) on other hand was completely broken on Vivaldi. The spikes (and video stutter) were the worst when moving mouse over and out of the videos, and especially when moving mouse from one window to other. The stable bit was me not touching anything, with the 2 vids taking up ~30% of VPU.
In comparison, Chrome used ~50% stable no matter what was happening.
The GPU in question is an RTX 2070 with (currently) 461.09 driver (Jan 07, 2021). Don't think a specific driver version is at fault - this has persisted for 6 months now or more from what I remember.
I've uploaded both browsers gpu report in hopes somebody might notice something faulty: Vivaldi report, Chrome report
Not sure what else I can try or provide here to help finding a solution to this. Please ask any questions!
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@Pokora
Hi, testing with two displays and two youtube windows I have no stuttering at all on my GTX 760. I have a RTX 2060 but I don´t use it for display but for rendering 3D content.
EVGA Precision X1 don´t show VID usage but I am not familiar with this software. Windows Taskmanager show constantly 30% GPU usage but no Video En/Decode usage although hardware acceleration is enabled.
If I find some time I will change my displays to the RTX 2060 tomorrow.Windows 10 Pro/64 20H2 19042.789
Intel i5 3570K 16 GB RAM
GTX 760 4 GB /Display card
RTX 2060
Driver 460.79Cheers, mib
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Hi there mib. If you have Precision and want to see more graphs, you can click on the red '1' (in my case) button on top of the window and select wanted stats.
You can also use Nvidia Inspector and right-click and select VPU as a graph as well. I'm sure other software has the option to view that as well.Interesting that a 760 would not experience this. Could it be not using video decode engine for playback because it's old...?
Appreciate your time!
Side note: Curious use case. Some years ago I was planning to get a secondary GPU for non-main monitors but never got around to it. Was it a lot of hassle to set up if you don't mind me asking?
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- VID shows 0%, I guess you are right, it does not fully use the hardware. To old.
- At first I use one card for one display and the new card as main display card but I have no usage for it.
It is really easy to set up in Windows.
If I use the card for displays and for my 3D software it lags as hell during render process so I use the old card for displays and send the workload to the better card, for example.
Come back to you in few hours.
Mib
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@Pokora
OK, I change my setup to only one GPU, the RTX 2060.
I got the same result as with the GTX 760, no lag, constant framerate and so forth but no VDI usage playing two Youtube HD videos in two windows on two displays.Cheers, mib
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@mib2berlin
Thanks for letting me know. That is as weird as my stuttering. It should be using video decode for videos... I would even be ok if it wasn't, but videos worked fine.
Wonder what's the difference in setups. Do you have any custom power settings in Windows or anything? -
@Pokora
More or less default setup, I disable most apps from autostart and I use only Windows security software.
Can you please post result of chrome://gpu in code tags (</>). I will post mine.Cheers, mib
Graphics Feature Status Canvas: Hardware accelerated Compositing: Hardware accelerated Multiple Raster Threads: Enabled Out-of-process Rasterization: Hardware accelerated OpenGL: Enabled Hardware Protected Video Decode: Unavailable Rasterization: Hardware accelerated Skia Renderer: Enabled Video Decode: Hardware accelerated Vulkan: Disabled WebGL: Hardware accelerated WebGL2: Hardware accelerated Driver Bug Workarounds clear_uniforms_before_first_program_use decode_encode_srgb_for_generatemipmap disable_d3d11_video_decoder disable_delayed_copy_nv12 disable_direct_composition_video_overlays exit_on_context_lost scalarize_vec_and_mat_constructor_args disabled_extension_GL_KHR_blend_equation_advanced disabled_extension_GL_KHR_blend_equation_advanced_coherent Problems Detected Protected video decoding with swap chain is for certain Intel and AMD GPUs on Windows: 1093625 Disabled Features: protected_video_decode Some drivers are unable to reset the D3D device in the GPU process sandbox Applied Workarounds: exit_on_context_lost Clear uniforms before first program use on all platforms: 124764, 349137 Applied Workarounds: clear_uniforms_before_first_program_use Always rewrite vec/mat constructors to be consistent: 398694 Applied Workarounds: scalarize_vec_and_mat_constructor_args Disable KHR_blend_equation_advanced until cc shaders are updated: 661715 Applied Workarounds: disable(GL_KHR_blend_equation_advanced), disable(GL_KHR_blend_equation_advanced_coherent) Decode and Encode before generateMipmap for srgb format textures on Windows: 634519 Applied Workarounds: decode_encode_srgb_for_generatemipmap Delayed copy NV12 displays incorrect colors on NVIDIA drivers.: 728670 Applied Workarounds: disable_delayed_copy_nv12 Per NVIDIA, software and hardware overlays don't work properly prior to this driver.: 911349, 1113893 Applied Workarounds: disable_direct_composition_video_overlays Disable D3D11VideoDecoder due to crashes on NVIDIA on older drivers: 1041166 Applied Workarounds: disable_d3d11_video_decoder ANGLE Features allow_compressed_formats (Frontend workarounds): Enabled: true Allow compressed formats disable_anisotropic_filtering (Frontend workarounds): Disabled Disable support for anisotropic filtering disable_program_binary (Frontend features) anglebug:5007: Disabled Disable support for GL_OES_get_program_binary disable_program_caching_for_transform_feedback (Frontend workarounds): Disabled On some GPUs, program binaries don't contain transform feedback varyings lose_context_on_out_of_memory (Frontend workarounds): Enabled: true Some users rely on a lost context notification if a GL_OUT_OF_MEMORY error occurs scalarize_vec_and_mat_constructor_args (Frontend workarounds) 398694: Enabled: true Always rewrite vec/mat constructors to be consistent sync_framebuffer_bindings_on_tex_image (Frontend workarounds): Disabled On some drivers TexImage sometimes seems to interact with the Framebuffer add_mock_texture_no_render_target (D3D workarounds) anglebug:2152: Disabled: isIntel && capsVersion < IntelDriverVersion(4815) On some drivers when rendering with no render target, two bugs lead to incorrect behavior allow_clear_for_robust_resource_init (D3D workarounds) 941620: Enabled: true Some drivers corrupt texture data when clearing for robust resource initialization. allow_translate_uniform_block_to_structured_buffer (D3D workarounds) anglebug:3682: Enabled: IsWin10OrGreater() There is a slow fxc compile performance issue with dynamic uniform indexing if translating a uniform block with a large array member to cbuffer. call_clear_twice (D3D workarounds) 655534: Disabled: isIntel && isSkylake && capsVersion < IntelDriverVersion(4771) Using clear() may not take effect depth_stencil_blit_extra_copy (D3D workarounds) anglebug:1452: Disabled: (part1 <= 13u && part2 < 6881) && isNvidia && driverVersionValid Bug in some drivers triggers a TDR when using CopySubresourceRegion from a staging texture to a depth/stencil disable_b5g6r5_support (D3D workarounds): Disabled: (isIntel && capsVersion < IntelDriverVersion(4539)) || isAMD Textures with the format DXGI_FORMAT_B5G6R5_UNORM have incorrect data emulate_isnan_float (D3D workarounds) 650547: Disabled: isIntel && isSkylake && capsVersion < IntelDriverVersion(4542) Using isnan() on highp float will get wrong answer emulate_tiny_stencil_textures (D3D workarounds): Disabled: isAMD && !(deviceCaps.featureLevel < D3D_FEATURE_LEVEL_10_1) 1x1 and 2x2 mips of depth/stencil textures aren't sampled correctly expand_integer_pow_expressions (D3D workarounds): Enabled: true The HLSL optimizer has a bug with optimizing 'pow' in certain integer-valued expressions flush_after_ending_transform_feedback (D3D workarounds): Enabled: isNvidia Some drivers sometimes write out-of-order results to StreamOut buffers when transform feedback is used to repeatedly write to the same buffer positions force_atomic_value_resolution (D3D workarounds) anglebug:3246: Enabled: isNvidia On some drivers the return value from RWByteAddressBuffer.InterlockedAdd does not resolve when used in the .yzw components of a RWByteAddressBuffer.Store operation get_dimensions_ignores_base_level (D3D workarounds): Enabled: isNvidia Some drivers do not take into account the base level of the texture in the results of the HLSL GetDimensions builtin mrt_perf_workaround (D3D workarounds): Enabled: true Some drivers have a bug where they ignore null render targets pre_add_texel_fetch_offsets (D3D workarounds): Disabled: isIntel HLSL's function texture.Load returns 0 when the parameter Location is negative, even if the sum of Offset and Location is in range rewrite_unary_minus_operator (D3D workarounds): Disabled: isIntel && (isBroadwell || isHaswell) && capsVersion < IntelDriverVersion(4624) Evaluating unary minus operator on integer may get wrong answer in vertex shaders select_view_in_geometry_shader (D3D workarounds): Disabled: !deviceCaps.supportsVpRtIndexWriteFromVertexShader The viewport or render target slice will be selected in the geometry shader stage for the ANGLE_multiview extension set_data_faster_than_image_upload (D3D workarounds): Enabled: !(isIvyBridge || isBroadwell || isHaswell) Set data faster than image upload skip_vs_constant_register_zero (D3D workarounds): Enabled: isNvidia In specific cases the driver doesn't handle constant register zero correctly use_instanced_point_sprite_emulation (D3D workarounds): Disabled: isFeatureLevel9_3 Some D3D11 renderers do not support geometry shaders for pointsprite emulation use_system_memory_for_constant_buffers (D3D workarounds) 593024: Disabled: isIntel Copying from staging storage to constant buffer storage does not work zero_max_lod (D3D workarounds): Disabled: isFeatureLevel9_3 Missing an option to disable mipmaps on a mipmapped texture Version Information Data exported 2021-02-07T14:26:01.871Z Chrome version Chrome/88.0.4324.76 Operating system Windows NT 10.0.19042 Software rendering list URL https://chromium.googlesource.com/chromium/src/+/4775b7c874800742944c83845cf98e6cd4073c48/gpu/config/software_rendering_list.json Driver bug list URL https://chromium.googlesource.com/chromium/src/+/4775b7c874800742944c83845cf98e6cd4073c48/gpu/config/gpu_driver_bug_list.json ANGLE commit id unknown hash 2D graphics backend Skia/88 64fc64c9483f723dde62f077ed6a91585ec26659 Command Line "C:\Users\pepo\AppData\Local\Vivaldi\Application\vivaldi.exe" --flag-switches-begin --flag-switches-end --origin-trial-disabled-features=SecurePaymentConfirmation --disable-smooth-scrolling --save-page-as-mhtml Driver Information Initialization time 811 In-process GPU false Passthrough Command Decoder true Sandboxed true GPU0 VENDOR= 0x10de, DEVICE=0x1f08, SUBSYS=0x12fd10de, REV=161, LUID={0,53995} *ACTIVE* GPU1 VENDOR= 0x1414, DEVICE=0x008c, LUID={0,56997} Optimus false AMD switchable false Desktop compositing Aero Glass Direct composition true Supports overlays false YUY2 overlay support NONE NV12 overlay support NONE BGRA8 overlay support NONE RGB10A2 overlay support NONE Diagonal Monitor Size of \\.\DISPLAY2 18.9" Diagonal Monitor Size of \\.\DISPLAY1 21.5" Driver D3D12 feature level D3D 12.1 Driver Vulkan API version Vulkan API 1.2.0 Driver vendor ANGLE (NVIDIA) Driver version 26.21.14.3200 GPU CUDA compute capability major version 0 Pixel shader version 5.0 Vertex shader version 5.0 Max. MSAA samples 8 Machine model name Machine model version GL_VENDOR Google Inc. GL_RENDERER ANGLE (NVIDIA GeForce RTX 2060 Direct3D11 vs_5_0 ps_5_0) GL_VERSION OpenGL ES 2.0.0 (ANGLE 2.1.0 git hash: unknown hash) GL_EXTENSIONS GL_ANGLE_base_vertex_base_instance GL_ANGLE_client_arrays GL_ANGLE_depth_texture GL_ANGLE_explicit_context GL_ANGLE_explicit_context_gles1 GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_get_tex_level_parameter GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_memory_size GL_ANGLE_multi_draw GL_ANGLE_multiview_multisample GL_ANGLE_pack_reverse_row_order GL_ANGLE_program_cache_control GL_ANGLE_provoking_vertex GL_ANGLE_request_extension GL_ANGLE_robust_client_memory GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_CHROMIUM_bind_generates_resource GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_color_buffer_float_rgb GL_CHROMIUM_color_buffer_float_rgba GL_CHROMIUM_copy_compressed_texture GL_CHROMIUM_copy_texture GL_CHROMIUM_lose_context GL_CHROMIUM_sync_query GL_EXT_EGL_image_external_wrap_modes GL_EXT_blend_func_extended GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_draw_elements_base_vertex GL_EXT_float_blend GL_EXT_frag_depth GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_multisampled_render_to_texture GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_compression_bptc GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc_srgb GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_KHR_parallel_shader_compile GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_compressed_EAC_R11_signed_texture GL_OES_compressed_EAC_R11_unsigned_texture GL_OES_compressed_EAC_RG11_signed_texture GL_OES_compressed_EAC_RG11_unsigned_texture GL_OES_compressed_ETC2_RGB8_texture GL_OES_compressed_ETC2_RGBA8_texture GL_OES_compressed_ETC2_punchthroughA_RGBA8_texture GL_OES_compressed_ETC2_punchthroughA_sRGB8_alpha_texture GL_OES_compressed_ETC2_sRGB8_alpha8_texture GL_OES_compressed_ETC2_sRGB8_texture GL_OES_depth24 GL_OES_depth32 GL_OES_draw_elements_base_vertex GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_surfaceless_context GL_OES_texture_border_clamp GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_texture_stencil8 GL_OES_vertex_array_object GL_WEBGL_video_texture Disabled Extensions GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent Disabled WebGL Extensions Window system binding vendor Google Inc. (adapter LUID: 000000000000d2eb) Window system binding version 1.5 (ANGLE 2.1.0 git hash: unknown hash) Window system binding extensions EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_d3d_texture_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_ANGLE_keyed_mutex EGL_ANGLE_surface_orientation EGL_ANGLE_direct_composition EGL_ANGLE_windows_ui_composition EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query EGL_KHR_image EGL_KHR_image_base EGL_KHR_gl_texture_2D_image EGL_KHR_gl_texture_cubemap_image EGL_KHR_gl_renderbuffer_image EGL_KHR_get_all_proc_addresses EGL_KHR_stream EGL_KHR_stream_consumer_gltexture EGL_NV_stream_consumer_gltexture_yuv EGL_ANGLE_flexible_surface_compatibility EGL_ANGLE_stream_producer_d3d_texture EGL_ANGLE_create_context_webgl_compatibility EGL_CHROMIUM_create_context_bind_generates_resource EGL_CHROMIUM_sync_control EGL_EXT_pixel_format_float EGL_KHR_surfaceless_context EGL_ANGLE_display_texture_share_group EGL_ANGLE_display_semaphore_share_group EGL_ANGLE_create_context_client_arrays EGL_ANGLE_program_cache_control EGL_ANGLE_robust_resource_initialization EGL_ANGLE_create_context_extensions_enabled EGL_ANDROID_blob_cache EGL_ANDROID_recordable EGL_ANGLE_image_d3d11_texture EGL_ANGLE_create_context_backwards_compatible EGL_KHR_create_context_no_error EGL_KHR_reusable_sync Direct rendering version unknown Reset notification strategy 0x8252 GPU process crash count 0 gfx::BufferFormats supported for allocation and texturing R_8: not supported, R_16: not supported, RG_88: not supported, BGR_565: not supported, RGBA_4444: not supported, RGBX_8888: not supported, RGBA_8888: not supported, BGRX_8888: not supported, BGRA_1010102: not supported, RGBA_1010102: not supported, BGRA_8888: not supported, RGBA_F16: not supported, YVU_420: not supported, YUV_420_BIPLANAR: not supported, P010: not supported Compositor Information Tile Update Mode One-copy Partial Raster Enabled GpuMemoryBuffers Status R_8 Software only R_16 Software only RG_88 Software only BGR_565 Software only RGBA_4444 Software only RGBX_8888 GPU_READ, SCANOUT RGBA_8888 GPU_READ, SCANOUT BGRX_8888 Software only BGRA_1010102 Software only RGBA_1010102 Software only BGRA_8888 Software only RGBA_F16 Software only YVU_420 Software only YUV_420_BIPLANAR Software only P010 Software only Display(s) Information Info Display[2528732444] bounds=[0,0 1920x1080], workarea=[0,0 1920x1040], scale=1, rotation=0, panel_rotation=0 external. Color space (sRGB/no-alpha) {primaries_d50_referred: [[0.6580, 0.3280], [0.3149, 0.6029], [0.1503, 0.0910]], transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (sRGB/no-alpha) BGRX_8888 Color space (sRGB/alpha) {primaries_d50_referred: [[0.6580, 0.3280], [0.3149, 0.6029], [0.1503, 0.0910]], transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (sRGB/alpha) BGRA_8888 Color space (WCG/no-alpha) {primaries_d50_referred: [[0.6580, 0.3280], [0.3149, 0.6029], [0.1503, 0.0910]], transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (WCG/no-alpha) BGRX_8888 Color space (WCG/alpha) {primaries_d50_referred: [[0.6580, 0.3280], [0.3149, 0.6029], [0.1503, 0.0910]], transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (WCG/alpha) BGRA_8888 Color space (HDR/no-alpha) {primaries_d50_referred: [[0.6580, 0.3280], [0.3149, 0.6029], [0.1503, 0.0910]], transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (HDR/no-alpha) BGRX_8888 Color space (HDR/alpha) {primaries_d50_referred: [[0.6580, 0.3280], [0.3149, 0.6029], [0.1503, 0.0910]], transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (HDR/alpha) BGRA_8888 SDR white level in nits 80 Bits per color component 8 Bits per pixel 24 Refresh Rate in Hz 60 Info Display[2779098405] bounds=[1920,13 1280x1024], workarea=[1920,13 1280x1024], scale=1, rotation=0, panel_rotation=0 external. Color space (sRGB/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (sRGB/no-alpha) BGRX_8888 Color space (sRGB/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (sRGB/alpha) BGRA_8888 Color space (WCG/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (WCG/no-alpha) BGRX_8888 Color space (WCG/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (WCG/alpha) BGRA_8888 Color space (HDR/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (HDR/no-alpha) BGRX_8888 Color space (HDR/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (HDR/alpha) BGRA_8888 SDR white level in nits 80 Bits per color component 8 Bits per pixel 24 Refresh Rate in Hz 60 Video Acceleration Information Decode h264 baseline 64x64 to 4096x4096 pixels Decode h264 main 64x64 to 4096x4096 pixels Decode h264 high 64x64 to 4096x4096 pixels Decode vp9 profile0 64x64 to 8192x8192 pixels Decode vp9 profile2 64x64 to 8192x8192 pixels Encode h264 baseline 0x0 to 1920x1088 pixels, and/or 30.000 fps Encode h264 main 0x0 to 1920x1088 pixels, and/or 30.000 fps Encode h264 high 0x0 to 1920x1088 pixels, and/or 30.000 fps Vulkan Information Device Performance Information Total Physical Memory (Gb) 15 Total Disk Space (Gb) 118 Hardware Concurrency 4 System Commit Limit (Gb) 18 D3D11 Feature Level 12_1 Has Discrete GPU yes Software Rendering No Diagnostics 0 b3DAccelerationEnabled true b3DAccelerationExists true bAGPEnabled true bAGPExistenceValid true bAGPExists true bCanRenderWindow true bDDAccelerationEnabled true bDriverBeta false bDriverDebug false bDriverSigned false bDriverSignedValid false bNoHardware false dwBpp 32 dwDDIVersion 12 dwHeight 1080 dwRefreshRate 60 dwWHQLLevel 0 dwWidth 1920 iAdapter 0 lDriverSize 959360 lMiniVddSize 0 szAGPStatusEnglish Enabled szAGPStatusLocalized Aktiviert szChipType GeForce RTX 2060 szD3DStatusEnglish Enabled szD3DStatusLocalized Aktiviert szDACType Integrated RAMDAC szDDIVersionEnglish 12 szDDIVersionLocalized 12 szDDStatusEnglish Enabled szDDStatusLocalized Aktiviert szDXVAHDEnglish Supported szDXVAModes szDescription NVIDIA GeForce RTX 2060 szDeviceId 0x1F08 szDeviceIdentifier {D7B71E3E-5C48-11CF-EE7F-F3321BC2D735} szDeviceName \\.\DISPLAY1 szDisplayMemoryEnglish 14143 MB szDisplayMemoryLocalized 14143 MB szDisplayModeEnglish 1920 x 1080 (32 bit) (60Hz) szDisplayModeLocalized 1920 x 1080 (32 bit) (60Hz) szDriverAssemblyVersion 26.21.14.3200 szDriverAttributes Final Retail szDriverDateEnglish 24.07.2019 01:00:00 szDriverDateLocalized 7/24/2019 01:00:00 szDriverLanguageEnglish English szDriverLanguageLocalized Englisch szDriverModelEnglish WDDM 2.6 szDriverModelLocalized WDDM 2.6 szDriverName C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_90685a092bcf58c7\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_90685a092bcf58c7\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_90685a092bcf58c7\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_90685a092bcf58c7\nvldumdx.dll szDriverNodeStrongName oem38.inf:0f066de317b83370:Section001:26.21.14.3200:pci\ven_10de&dev_1f08 szDriverSignDate Unknown szDriverVersion 26.21.0014.3200 szKeyDeviceID Enum\PCI\VEN_10DE&DEV_1F08&SUBSYS_12FD10DE&REV_A1 szKeyDeviceKey \Registry\Machine\System\CurrentControlSet\Control\Video\{F5506DF4-692F-11EB-84C1-C86000CE4D99}\0000 szManufacturer NVIDIA szMiniVdd Unbekannt szMiniVddDateEnglish Unknown szMiniVddDateLocalized Unbekannt szMonitorMaxRes Unknown szMonitorName BenQ G2420HDB (Digital) szNotesEnglish No problems found. szNotesLocalized Es wurden keine Probleme gefunden. szOverlayEnglish Supported szRankOfInstalledDriver 00CF2001 szRegHelpText Unknown szRevision Unknown szRevisionId 0x00A1 szSubSysId 0x12FD10DE szTestResultD3D7English Not run szTestResultD3D7Localized Nicht ausgeführt szTestResultD3D8English Not run szTestResultD3D8Localized Nicht ausgeführt szTestResultD3D9English Not run szTestResultD3D9Localized Nicht ausgeführt szTestResultDDEnglish Not run szTestResultDDLocalized Nicht ausgeführt szVdd Unbekannt szVendorId 0x10DE 1 b3DAccelerationEnabled true b3DAccelerationExists true bAGPEnabled true bAGPExistenceValid true bAGPExists true bCanRenderWindow true bDDAccelerationEnabled true bDriverBeta false bDriverDebug false bDriverSigned false bDriverSignedValid false bNoHardware false dwBpp 32 dwDDIVersion 12 dwHeight 1024 dwRefreshRate 60 dwWHQLLevel 0 dwWidth 1280 iAdapter 1 lDriverSize 959360 lMiniVddSize 0 szAGPStatusEnglish Enabled szAGPStatusLocalized Aktiviert szChipType GeForce RTX 2060 szD3DStatusEnglish Enabled szD3DStatusLocalized Aktiviert szDACType Integrated RAMDAC szDDIVersionEnglish 12 szDDIVersionLocalized 12 szDDStatusEnglish Enabled szDDStatusLocalized Aktiviert szDXVAHDEnglish Supported szDXVAModes szDescription NVIDIA GeForce RTX 2060 szDeviceId 0x1F08 szDeviceIdentifier {D7B71E3E-5C48-11CF-EE7F-F3321BC2D735} szDeviceName \\.\DISPLAY2 szDisplayMemoryEnglish 14143 MB szDisplayMemoryLocalized 14143 MB szDisplayModeEnglish 1280 x 1024 (32 bit) (60Hz) szDisplayModeLocalized 1280 x 1024 (32 bit) (60Hz) szDriverAssemblyVersion 26.21.14.3200 szDriverAttributes Final Retail szDriverDateEnglish 24.07.2019 01:00:00 szDriverDateLocalized 7/24/2019 01:00:00 szDriverLanguageEnglish English szDriverLanguageLocalized Englisch szDriverModelEnglish WDDM 2.6 szDriverModelLocalized WDDM 2.6 szDriverName C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_90685a092bcf58c7\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_90685a092bcf58c7\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_90685a092bcf58c7\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_90685a092bcf58c7\nvldumdx.dll szDriverNodeStrongName oem38.inf:0f066de317b83370:Section001:26.21.14.3200:pci\ven_10de&dev_1f08 szDriverSignDate Unknown szDriverVersion 26.21.0014.3200 szKeyDeviceID Enum\PCI\VEN_10DE&DEV_1F08&SUBSYS_12FD10DE&REV_A1 szKeyDeviceKey \Registry\Machine\System\CurrentControlSet\Control\Video\{F5506DF4-692F-11EB-84C1-C86000CE4D99}\0001 szManufacturer NVIDIA szMiniVdd Unbekannt szMiniVddDateEnglish Unknown szMiniVddDateLocalized Unbekannt szMonitorMaxRes Unknown szMonitorName Generic PnP Monitor szNotesEnglish No problems found. szNotesLocalized Es wurden keine Probleme gefunden. szOverlayEnglish Supported szRankOfInstalledDriver 00CF2001 szRegHelpText Unknown szRevision Unknown szRevisionId 0x00A1 szSubSysId 0x12FD10DE szTestResultD3D7English Not run szTestResultD3D7Localized Nicht ausgeführt szTestResultD3D8English Not run szTestResultD3D8Localized Nicht ausgeführt szTestResultD3D9English Not run szTestResultD3D9Localized Nicht ausgeführt szTestResultDDEnglish Not run szTestResultDDLocalized Nicht ausgeführt szVdd Unbekannt szVendorId 0x10DE Log Messages GpuProcessHost: The info collection GPU process exited normally. Everything is okay.
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@mib2berlin
This is with override software rendering list in chrome://flags:Graphics Feature Status Canvas: Hardware accelerated Compositing: Hardware accelerated Multiple Raster Threads: Enabled Out-of-process Rasterization: Hardware accelerated OpenGL: Enabled Hardware Protected Video Decode: Hardware accelerated Rasterization: Hardware accelerated Skia Renderer: Enabled Video Decode: Hardware accelerated Vulkan: Disabled WebGL: Hardware accelerated WebGL2: Hardware accelerated
Still no VID usage.
Can you share a video link, please?
May different codecs are used.
I checked again with one video HD 60 fps and one 4K 60 fps and no lag. -
@mib2berlin
Any video for me, but here's one that I just used to check: https://www.youtube.com/watch?v=ZrM8iN2K2-MAlso not sure why the original links expired... sry.
Here's copy paste of the gpu report:Graphics Feature Status Canvas: Hardware accelerated Compositing: Hardware accelerated Multiple Raster Threads: Enabled Out-of-process Rasterization: Hardware accelerated OpenGL: Enabled Hardware Protected Video Decode: Unavailable Rasterization: Hardware accelerated Skia Renderer: Enabled Video Decode: Hardware accelerated Vulkan: Disabled WebGL: Hardware accelerated WebGL2: Hardware accelerated Driver Bug Workarounds clear_uniforms_before_first_program_use decode_encode_srgb_for_generatemipmap disable_delayed_copy_nv12 exit_on_context_lost scalarize_vec_and_mat_constructor_args disabled_extension_GL_KHR_blend_equation_advanced disabled_extension_GL_KHR_blend_equation_advanced_coherent Problems Detected Protected video decoding with swap chain is for certain Intel and AMD GPUs on Windows: 1093625 Disabled Features: protected_video_decode Some drivers are unable to reset the D3D device in the GPU process sandbox Applied Workarounds: exit_on_context_lost Clear uniforms before first program use on all platforms: 124764, 349137 Applied Workarounds: clear_uniforms_before_first_program_use Always rewrite vec/mat constructors to be consistent: 398694 Applied Workarounds: scalarize_vec_and_mat_constructor_args Disable KHR_blend_equation_advanced until cc shaders are updated: 661715 Applied Workarounds: disable(GL_KHR_blend_equation_advanced), disable(GL_KHR_blend_equation_advanced_coherent) Decode and Encode before generateMipmap for srgb format textures on Windows: 634519 Applied Workarounds: decode_encode_srgb_for_generatemipmap Delayed copy NV12 displays incorrect colors on NVIDIA drivers.: 728670 Applied Workarounds: disable_delayed_copy_nv12 ANGLE Features allow_compressed_formats (Frontend workarounds): Enabled: true Allow compressed formats disable_anisotropic_filtering (Frontend workarounds): Disabled Disable support for anisotropic filtering disable_program_binary (Frontend features) anglebug:5007: Disabled Disable support for GL_OES_get_program_binary disable_program_caching_for_transform_feedback (Frontend workarounds): Disabled On some GPUs, program binaries don't contain transform feedback varyings lose_context_on_out_of_memory (Frontend workarounds): Enabled: true Some users rely on a lost context notification if a GL_OUT_OF_MEMORY error occurs scalarize_vec_and_mat_constructor_args (Frontend workarounds) 398694: Enabled: true Always rewrite vec/mat constructors to be consistent sync_framebuffer_bindings_on_tex_image (Frontend workarounds): Disabled On some drivers TexImage sometimes seems to interact with the Framebuffer add_mock_texture_no_render_target (D3D workarounds) anglebug:2152: Disabled: isIntel && capsVersion < IntelDriverVersion(4815) On some drivers when rendering with no render target, two bugs lead to incorrect behavior allow_clear_for_robust_resource_init (D3D workarounds) 941620: Enabled: true Some drivers corrupt texture data when clearing for robust resource initialization. allow_translate_uniform_block_to_structured_buffer (D3D workarounds) anglebug:3682: Enabled: IsWin10OrGreater() There is a slow fxc compile performance issue with dynamic uniform indexing if translating a uniform block with a large array member to cbuffer. call_clear_twice (D3D workarounds) 655534: Disabled: isIntel && isSkylake && capsVersion < IntelDriverVersion(4771) Using clear() may not take effect depth_stencil_blit_extra_copy (D3D workarounds) anglebug:1452: Disabled: (part1 <= 13u && part2 < 6881) && isNvidia && driverVersionValid Bug in some drivers triggers a TDR when using CopySubresourceRegion from a staging texture to a depth/stencil disable_b5g6r5_support (D3D workarounds): Disabled: (isIntel && capsVersion < IntelDriverVersion(4539)) || isAMD Textures with the format DXGI_FORMAT_B5G6R5_UNORM have incorrect data emulate_isnan_float (D3D workarounds) 650547: Disabled: isIntel && isSkylake && capsVersion < IntelDriverVersion(4542) Using isnan() on highp float will get wrong answer emulate_tiny_stencil_textures (D3D workarounds): Disabled: isAMD && !(deviceCaps.featureLevel < D3D_FEATURE_LEVEL_10_1) 1x1 and 2x2 mips of depth/stencil textures aren't sampled correctly expand_integer_pow_expressions (D3D workarounds): Enabled: true The HLSL optimizer has a bug with optimizing 'pow' in certain integer-valued expressions flush_after_ending_transform_feedback (D3D workarounds): Enabled: isNvidia Some drivers sometimes write out-of-order results to StreamOut buffers when transform feedback is used to repeatedly write to the same buffer positions force_atomic_value_resolution (D3D workarounds) anglebug:3246: Enabled: isNvidia On some drivers the return value from RWByteAddressBuffer.InterlockedAdd does not resolve when used in the .yzw components of a RWByteAddressBuffer.Store operation get_dimensions_ignores_base_level (D3D workarounds): Enabled: isNvidia Some drivers do not take into account the base level of the texture in the results of the HLSL GetDimensions builtin mrt_perf_workaround (D3D workarounds): Enabled: true Some drivers have a bug where they ignore null render targets pre_add_texel_fetch_offsets (D3D workarounds): Disabled: isIntel HLSL's function texture.Load returns 0 when the parameter Location is negative, even if the sum of Offset and Location is in range rewrite_unary_minus_operator (D3D workarounds): Disabled: isIntel && (isBroadwell || isHaswell) && capsVersion < IntelDriverVersion(4624) Evaluating unary minus operator on integer may get wrong answer in vertex shaders select_view_in_geometry_shader (D3D workarounds): Disabled: !deviceCaps.supportsVpRtIndexWriteFromVertexShader The viewport or render target slice will be selected in the geometry shader stage for the ANGLE_multiview extension set_data_faster_than_image_upload (D3D workarounds): Enabled: !(isIvyBridge || isBroadwell || isHaswell) Set data faster than image upload skip_vs_constant_register_zero (D3D workarounds): Enabled: isNvidia In specific cases the driver doesn't handle constant register zero correctly use_instanced_point_sprite_emulation (D3D workarounds): Disabled: isFeatureLevel9_3 Some D3D11 renderers do not support geometry shaders for pointsprite emulation use_system_memory_for_constant_buffers (D3D workarounds) 593024: Disabled: isIntel Copying from staging storage to constant buffer storage does not work zero_max_lod (D3D workarounds): Disabled: isFeatureLevel9_3 Missing an option to disable mipmaps on a mipmapped texture Version Information Data exported 2021-02-05T17:29:37.523Z Chrome version Chrome/88.0.4324.151 Operating system Windows NT 10.0.19042 Software rendering list URL https://chromium.googlesource.com/chromium/src/+/117819abd8c92c5b69cd8bd707dc7097f5d73ba9/gpu/config/software_rendering_list.json Driver bug list URL https://chromium.googlesource.com/chromium/src/+/117819abd8c92c5b69cd8bd707dc7097f5d73ba9/gpu/config/gpu_driver_bug_list.json ANGLE commit id unknown hash 2D graphics backend Skia/88 433b2a55a5fbc9e3f5a6b457526ad99d73ba6117 Command Line "C:\VivaldiTest\Application\vivaldi.exe" --vivaldi-standalone --flag-switches-begin --flag-switches-end --save-page-as-mhtml Driver Information Initialization time 307 In-process GPU false Passthrough Command Decoder true Sandboxed true GPU0 VENDOR= 0x10de, DEVICE=0x1f02, SUBSYS=0x11713842, REV=161, LUID={0,53245} *ACTIVE* GPU1 VENDOR= 0x1414, DEVICE=0x008c, LUID={0,56512} Optimus false AMD switchable false Desktop compositing Aero Glass Direct composition true Supports overlays true YUY2 overlay support SOFTWARE NV12 overlay support SCALING BGRA8 overlay support SOFTWARE RGB10A2 overlay support SOFTWARE Diagonal Monitor Size of \\.\DISPLAY3 27.0" Diagonal Monitor Size of \\.\DISPLAY1 31.4" Diagonal Monitor Size of \\.\DISPLAY2 26.9" Driver D3D12 feature level D3D 12.1 Driver Vulkan API version Vulkan API 1.2.0 Driver vendor ANGLE (NVIDIA) Driver version 27.21.14.6109 GPU CUDA compute capability major version 0 Pixel shader version 5.0 Vertex shader version 5.0 Max. MSAA samples 8 Machine model name Machine model version GL_VENDOR Google Inc. GL_RENDERER ANGLE (NVIDIA GeForce RTX 2070 Direct3D11 vs_5_0 ps_5_0) GL_VERSION OpenGL ES 2.0.0 (ANGLE 2.1.0 git hash: unknown hash) GL_EXTENSIONS GL_ANGLE_base_vertex_base_instance GL_ANGLE_client_arrays GL_ANGLE_depth_texture GL_ANGLE_explicit_context GL_ANGLE_explicit_context_gles1 GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_get_tex_level_parameter GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_memory_size GL_ANGLE_multi_draw GL_ANGLE_multiview_multisample GL_ANGLE_pack_reverse_row_order GL_ANGLE_program_cache_control GL_ANGLE_provoking_vertex GL_ANGLE_request_extension GL_ANGLE_robust_client_memory GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_CHROMIUM_bind_generates_resource GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_color_buffer_float_rgb GL_CHROMIUM_color_buffer_float_rgba GL_CHROMIUM_copy_compressed_texture GL_CHROMIUM_copy_texture GL_CHROMIUM_lose_context GL_CHROMIUM_sync_query GL_EXT_EGL_image_external_wrap_modes GL_EXT_blend_func_extended GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_draw_elements_base_vertex GL_EXT_float_blend GL_EXT_frag_depth GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_multisampled_render_to_texture GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_compression_bptc GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc_srgb GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_KHR_parallel_shader_compile GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_compressed_EAC_R11_signed_texture GL_OES_compressed_EAC_R11_unsigned_texture GL_OES_compressed_EAC_RG11_signed_texture GL_OES_compressed_EAC_RG11_unsigned_texture GL_OES_compressed_ETC2_RGB8_texture GL_OES_compressed_ETC2_RGBA8_texture GL_OES_compressed_ETC2_punchthroughA_RGBA8_texture GL_OES_compressed_ETC2_punchthroughA_sRGB8_alpha_texture GL_OES_compressed_ETC2_sRGB8_alpha8_texture GL_OES_compressed_ETC2_sRGB8_texture GL_OES_depth24 GL_OES_depth32 GL_OES_draw_elements_base_vertex GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_surfaceless_context GL_OES_texture_border_clamp GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_texture_stencil8 GL_OES_vertex_array_object GL_WEBGL_video_texture Disabled Extensions GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent Disabled WebGL Extensions Window system binding vendor Google Inc. (adapter LUID: 000000000000cffd) Window system binding version 1.5 (ANGLE 2.1.0 git hash: unknown hash) Window system binding extensions EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_d3d_texture_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_ANGLE_keyed_mutex EGL_ANGLE_surface_orientation EGL_ANGLE_direct_composition EGL_ANGLE_windows_ui_composition EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query EGL_KHR_image EGL_KHR_image_base EGL_KHR_gl_texture_2D_image EGL_KHR_gl_texture_cubemap_image EGL_KHR_gl_renderbuffer_image EGL_KHR_get_all_proc_addresses EGL_KHR_stream EGL_KHR_stream_consumer_gltexture EGL_NV_stream_consumer_gltexture_yuv EGL_ANGLE_flexible_surface_compatibility EGL_ANGLE_stream_producer_d3d_texture EGL_ANGLE_create_context_webgl_compatibility EGL_CHROMIUM_create_context_bind_generates_resource EGL_CHROMIUM_sync_control EGL_EXT_pixel_format_float EGL_KHR_surfaceless_context EGL_ANGLE_display_texture_share_group EGL_ANGLE_display_semaphore_share_group EGL_ANGLE_create_context_client_arrays EGL_ANGLE_program_cache_control EGL_ANGLE_robust_resource_initialization EGL_ANGLE_create_context_extensions_enabled EGL_ANDROID_blob_cache EGL_ANDROID_recordable EGL_ANGLE_image_d3d11_texture EGL_ANGLE_create_context_backwards_compatible EGL_KHR_create_context_no_error EGL_KHR_reusable_sync Direct rendering version unknown Reset notification strategy 0x8252 GPU process crash count 0 gfx::BufferFormats supported for allocation and texturing R_8: not supported, R_16: not supported, RG_88: not supported, BGR_565: not supported, RGBA_4444: not supported, RGBX_8888: not supported, RGBA_8888: not supported, BGRX_8888: not supported, BGRA_1010102: not supported, RGBA_1010102: not supported, BGRA_8888: not supported, RGBA_F16: not supported, YVU_420: not supported, YUV_420_BIPLANAR: not supported, P010: not supported Compositor Information Tile Update Mode One-copy Partial Raster Enabled GpuMemoryBuffers Status R_8 Software only R_16 Software only RG_88 Software only BGR_565 Software only RGBA_4444 Software only RGBX_8888 GPU_READ, SCANOUT RGBA_8888 GPU_READ, SCANOUT BGRX_8888 Software only BGRA_1010102 Software only RGBA_1010102 Software only BGRA_8888 Software only RGBA_F16 Software only YVU_420 Software only YUV_420_BIPLANAR Software only P010 Software only Display(s) Information Info Display[2528732444] bounds=[0,0 2560x1440], workarea=[0,0 2560x1400], scale=1, rotation=0, panel_rotation=0 external. Color space (sRGB/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (sRGB/no-alpha) BGRX_8888 Color space (sRGB/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (sRGB/alpha) BGRA_8888 Color space (WCG/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (WCG/no-alpha) BGRX_8888 Color space (WCG/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (WCG/alpha) BGRA_8888 Color space (HDR/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (HDR/no-alpha) BGRX_8888 Color space (HDR/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (HDR/alpha) BGRA_8888 SDR white level in nits 80 Bits per color component 8 Bits per pixel 24 Refresh Rate in Hz 165 Info Display[2779098405] bounds=[2560,0 2560x1440], workarea=[2560,0 2560x1400], scale=1, rotation=0, panel_rotation=0 external. Color space (sRGB/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (sRGB/no-alpha) BGRX_8888 Color space (sRGB/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (sRGB/alpha) BGRA_8888 Color space (WCG/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (WCG/no-alpha) BGRX_8888 Color space (WCG/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (WCG/alpha) BGRA_8888 Color space (HDR/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (HDR/no-alpha) BGRX_8888 Color space (HDR/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (HDR/alpha) BGRA_8888 SDR white level in nits 80 Bits per color component 8 Bits per pixel 24 Refresh Rate in Hz 144 Info Display[2841568472] bounds=[-1080,-252 1080x1920], workarea=[-1080,-252 1080x1880], scale=1, rotation=90, panel_rotation=90 external. Color space (sRGB/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (sRGB/no-alpha) BGRX_8888 Color space (sRGB/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (sRGB/alpha) BGRA_8888 Color space (WCG/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (WCG/no-alpha) BGRX_8888 Color space (WCG/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (WCG/alpha) BGRA_8888 Color space (HDR/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (HDR/no-alpha) BGRX_8888 Color space (HDR/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL} Buffer format (HDR/alpha) BGRA_8888 SDR white level in nits 80 Bits per color component 8 Bits per pixel 24 Refresh Rate in Hz 60 Video Acceleration Information Decode h264 baseline 64x64 to 4096x4096 pixels Decode h264 main 64x64 to 4096x4096 pixels Decode h264 high 64x64 to 4096x4096 pixels Decode vp9 profile0 64x64 to 8192x8192 pixels Decode vp9 profile2 64x64 to 8192x8192 pixels Encode h264 baseline 0x0 to 1920x1088 pixels, and/or 30.000 fps Encode h264 main 0x0 to 1920x1088 pixels, and/or 30.000 fps Encode h264 high 0x0 to 1920x1088 pixels, and/or 30.000 fps Vulkan Information Device Performance Information Total Physical Memory (Gb) 15 Total Disk Space (Gb) 901 Hardware Concurrency 12 System Commit Limit (Gb) 25 D3D11 Feature Level 12_1 Has Discrete GPU yes Software Rendering No Diagnostics ... loading ...
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EDIT:
Just noticed... it wasn't finished loading. The full one gave me a ton of errors. Put it in paste bin because it's too long: https://pastebin.com/W4d6CBTDWould put it as edit, but got flagged as spam for some reason...
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@Pokora
Same errors for me, saw it to late but I think it is not relevant for the stuttering.
Your video and the most Youtube and other use VP9 codec.
I am a bit out of ideas, the Graphics Feature Status shows exactly the same settings.
The most difference is I use a much older driver, the 460.79 is on Linux.
On Windows I use 432, I am sorry, if a driver work well for me I don´t change it.
May one of the GPU experts steps by to help, @Gwen-Dragon for example.Cheers, mib
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It is not related to GPU, it is related to monitors and their refresh rates and also Vivaldi's Hardware Acceleration setting. I posted this issue back in 2019, had extreme stutter on Twitch making it completely unwatchable, never got any update or reply on this. But after a lot of testing I found I could stop this from happening by disabling Vivaldi's Hardware Acceleration. However, Google Chrome even with Hardware Acceleration enabled, did not have this problem, so it was a Vivaldi-only problem.
It is also related to monitor's refresh rates. You did not post monitor specs but I assume they are different brands with different refresh rates? I say this because I found out that when I play the same video on my 60hz monitor, it stutters and lags, but when I drag the window to the 144hz monitor, it immediately stops all the stutters and plays smooth.
I have main monitor at 144hz, 2nd monitor at 144hz, 3rd monitor at 60hz. Somewhere between my post in 2019 and now, they did something, now I don't have the stutters and lags anymore even with HA enabled, but on the 60hz monitor it is very visible the video is still not very smooth. but it is watchable.
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@v0id
I did omit monitors, sorry. I checked different refresh rates though through Nvidia control panel. I have 3 screens: 1080p@60hz, 1440p@144hz and 1440p@165hz.
Tried different sets of settings with the same effect, even when all 3 are set to 60hz. Also, from what you're saying, it seems you had issues with single videos stuttering. I only have problems with 2+ videos and only when they're on different screens. Otherwise, it's 100% fine.
I did check hardware acceleration now as well. It 'helps' - the videos don't really stutter, but I'm dropping frames (even on single videos and dependant on resolution of the viewport, so guess it's unrelated to the other thing). -
@Pokora
Hi, can you may check with the latest Chrome?
If it work fine there you can make a bug report to the Vivaldi bug tracker.
I am sure the developer work on a multi display setup and may one can reproduce it.Cheers, mib
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@mib2berlin As per op, I run the same scenario in the latest chrome and it's 100% fine. When hw acceleration in both, the browsers act exactly the same. With hw on Chrome is smooth while Vivaldi goes haywire.
Any advice on reporting to bug tracker?
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@Pokora
Oh, I read over this, copy paste a moderator text:For information on how to report a bug, see this URL: https://vvld.in/how-to-report-bugs
Once that is done, please share the bug number (beginning with VB-). Thanks.
On the form, you can add your email address. Once submitted, you'll get a confirmation. You can reply to this with any logs or further info.
Cheers, mib
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I've been seeing this open bug in Nvidia's driver release notes:
[YouTube]: Video playback stutters while scrolling down the YouTube page. [3129705]
Not sure if it's related of course but just throwing it out there.
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Ppafflick moved this topic from Vivaldi for Windows on