Original Post
I decided to create a new post for this particular issue since it is a different problem altogether (and one that I'm pretty concerned with that I don't really have options). I'm using a multi VMR9 setup where I'm rendering textures allocated from several different VMR9 instances to a window using textured quads. I'm trying to render the composited video (all videos mixed together) to a window that will be on one monitor. I'm also trying to render the individual video frames separately using viewports to a second window that must be displayed on an alternate monitor. I can create two windows on one monitor adapter and render the videos at full speed, but as soon as I move one of the videos to the other adapter the video rendering speed drops to a grinding halt as if it is rendering a frame every few seconds. Why is this and how can I resolve it? I'm unsure of a solution. Here are some options that I don't think are feasible: 1. Create multiple devices and attempt to somehow keep the vmr9 videos synchronized exactly. The downside is that performance degrades with the more videos you display and I'm not so certain that synchronization is even possible. 2. Use a multi-head setup.. But unfortunately I'm attempting to render the individual video frames separately to a non-fullscreen window that will dock inside a GDI+ based application. .. So, what else is there? Can a surface be converted to a bitmap to embed in my application quick enough to render 30 frames per second? Do swap chains work across multiple displays with real time rendering?