On 8 September 2012 01:22, Andy Ritger aritger@nvidia.com wrote:
In any case, there is an enthusiast community around immersive gaming; e.g.,
http://www.nvidia.com/object/3d-vision-surround-technology.html
In those cases, the content across the monitors is rendered as one big screen, rather than rendered separately per display with different view frustums.
With RandR 1.1 + NVIDIA MetaModes, users could achieve that sort of configuration with Wine. They can't really do that now with Wine and RandR 1.2.
How does that work in Windows? In a typical D3D9 application you would normally end up with one adapter per display. Unless the application is multihead aware, switching to fullscreen mode would just make the application fullscreen on the primary display. Does the display driver change how the displays are presented to the application?