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Render in new window on a screen with different resolution is glitchy
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Description

System Information
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86
3 Screens (2 UHD via 2 hdmi slots and 1 FHD via display port slot)

Blender Version
Broken: version: 2.81 (sub 16), branch: master, commit date: 2019-11-20 14:27, hash: rB26bd5ebd42e3
Worked: (optional)

Short description of error
When I put the render window on the Full HD screen, and the main blender window is on the 4K screen, the UI glitches, the top menu goes off screen, I have to double click twice on title bar for things to go back to normal. Also, the window bar of the render window (with the blender name, and the reduce, maximize and close buttons) is too big. I'm guessing DPI issue between blender and windows. Blender's DPI appears correct.

Exact steps for others to reproduce the error
Put the render window on a seperate monitor, with a different resolution than the "main" monitor. Hit render.
Put the window back on the main screen, everything is fine.

Event Timeline

Germano Cavalcante (mano-wii) lowered the priority of this task from Needs Triage by Developer to Needs Information from User.Wed, Dec 4, 4:34 PM

Is it the same problem described here? T71334

Not really, the problem is not on the render window it's on the main blender window. And the position does not change, it stays full screen, but the top menu becomes inaccessible because it somehow moves out of the window. I can't screen shot this right now, I will try again at work tomorrow.

Germano Cavalcante (mano-wii) raised the priority of this task from Needs Information from User to Waiting for Developer to Reproduce.Thu, Dec 5, 4:37 AM

Sound like this is related to us having non-client DPI scaling turned off because it was messing with a particular video driver:

https://developer.blender.org/T67017

It’s been two years since turning off that feature because of a bad driver on Surface Pro. Probably time to revert this:

https://developer.blender.org/rB0584c5ba8e732645f51e927afc87dfa003c51204

It’s been two years since turning off that feature because of a bad driver on Surface Pro. Probably time to revert this:
https://developer.blender.org/rB0584c5ba8e732645f51e927afc87dfa003c51204

Apparently, without that commit, Blender is "unusable with a lot of Intel GPUs".
So it's good to make sure the problem no longer exists on these Intel GPUs.

Cc @Brecht Van Lommel (brecht)

Yes Brecht did a lot of research into the issue that is documented here: https://developer.blender.org/T51959 and ends with a note that disabling non-client scaling was only until Intel fixed their drivers. Hopefully not still an issue but hard to know.

I suggest to revert that commit and see if we get bug reports.

@Brecht Van Lommel (brecht) - I suggest to revert that commit and see if we get bug reports.

Sounds like a plan. Later today I'll test to make sure that enabling non-client DPI scaling still works as we think it does. Then I'll submit a patch that turns it on, maybe get LazyDodo to review and test too.

For a simple recap:

The issue mentioned here is mostly considered a very ugly display problem for people who have multiple monitors with differing DPI. The change mentioned here would fix that nicely, but the errors that it caused in a small number of users two years ago were far more profound. For them, their mouse pointer was shown in a place that was removed from where the mouse was actually acting, so it rendered the program useless for them. Therefore it made sense to turn off that feature. We are now hoping that we can turn the feature back on, assuming that nobody is still running those glitchy display drivers from two years ago.