flip presentation model

Optimizations for windowed games in Windows 11

Optimizations for windowed games improves gaming on your PC by using a new presentation model for DirectX 10 and DirectX 11 games that appear in a window or in a borderless window.

When these optimizations are used, games that originally use the legacy blt-model presentation can use the newer flip-model presentation instead (if the game is compatible). This results in lower frame latency and lets you use other newer gaming features; for example, Auto HDR, and variable refresh rate (for displays that support it).

To use optimizations for windowed games

Select the Start button, then select Settings .

In Settings , select System > Display > Graphics > Change default graphics settings .

Select the setting under Optimizations for windowed games to turn it On .

Restart your game.

Note:  If you turn on Auto HDR , Optimizations for windowed games will be turned on automatically. If you want to turn off Optimizations for windowed games , you’ll need to turn off Auto HDR first.

To turn optimizations off for a specific app or game

In Settings , select System > Display > Graphics .

Under Custom options for apps , select the app or game you want to change the graphics settings for, then select Options .

In Graphics preference , do one or more of the following:

If your PC has more than one graphics processor (GPU), select the graphics performance setting you want to use for the app or game— Let Windows decide (Power saving) , Power saving , or High performance .

To turn off optimizations for windowed games, select the Don’t use optimizations for windowed games checkbox.

To turn off Auto HDR for the selected app or game, select the Don’t use Auto HDR checkbox.

Select Save .

Restart your game or app.

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Windows 11 Insiders now have optimizations for legacy games running in windowed mode

Usama Jawad Neowin @UsamaJawad96 · Feb 17, 2022 01:20 EST · Hot! with 8 comments

If you're playing legacy games on your Windows machine, you'll be pleased to know that Microsoft has certain optimizations planned for them, especially if you're running them in windowed mode. The company has announced that Insiders on recent Dev Channel builds can now take advantage of these features.

A Windows 11 desktop wallpaper with Xbox controller overlay

Essentially, many old games use the "legacy-blt" presentation model to render frames on your display. Although DirectX 12 (DX12) already takes advantage of a new presentation mode called "flip-model", Microsoft is now rolling out this enhancement to DX10 and DX11 games too. The migration will improve latency and will also open the door to further enhancements like Auto HDR and Variable Refresh Rate (VRR).

The change primarily impacts old DX10 and DX11 games running in Windowed and Borderless-Windowed mode. Modern games using DX12 already benefit from this. That said, Microsoft has cautioned that:

When your game is configured to not use v-sync, this can result in a new frame being ready before the previous frame is displayed. At high frame rates, this may lead to screen tearing when this feature is turned on. To avoid tearing in your game, you can make sure to configure the game’s frame rate to match your monitor’s display refresh rate. Another option is to turn on v-sync in your game, which is often found in the game’s settings. If neither of those options work for your gaming experience, you can opt out of this feature and the instructions on how to do that are explained below. Another way to address tearing is by using a VRR monitor which can take advantage of the lower latency. However, please note tearing is still possible if you exceed the refresh rate of the monitor.

Microsoft says that the capability is available on Windows 11 Dev Channel build 22545 or later, which means that users on build 22557, that just rolled out yesterday , can take advantage of it.

You can head over to the Microsoft blog post here to find out how to enable the optimizations globally or for specific apps. It's currently unclear when, or if, these optimizations will be rolled out generally, both on Windows 10 and Windows 11.

  • Windowed mode
  • Borderless windowed mode
  • Dev channel
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Updates in Graphics and Gaming

' data-src=

Hannah Fisher

February 16th, 2022 4 6

Introduction 

Optimization is everything within gaming. Whether it is tuning your display, choosing the perfect mouse and keyboard, or tweaking game settings to your preference – the goal is the same. We all want the best gaming experience possible. We understand that you want to see the best out of your games and your PC, which is why we are excited today to introduce you to Optimizations for windowed games . This feature has the ability to significantly improve latency and unlock other exciting gaming features including Auto HDR and Variable Refresh Rate (VRR). Latency improvements can benefit all gamers – from improving your input lag to creating a competitive edge in your gaming experience. Keep reading to see what we’ve added and how you can benefit.  

Optimizations for windowed games 

You might be asking, “what are o ptimizations for windowed games ”? Great question! Let me explain – this setting affects presentation modes used in Windowed and Borderless Windowed DX10/DX11 games. Presentation is the method for getting your game’s rendered frames on your display in the most optimal way. To learn more about Windowed and Borderless-Windowed, check out the Appendix.  

 This new optimization specifically applies to Windowed and Borderless-Windowed games because when you’re running in Fullscreen, a similar optimization already exists , and this new setting brings a consistent experience no matter which mode you are running in. You don’t need to worry about DX12 games as they already take advantage of the new presentation mode. Specifically, this optimization works by upgrading the legacy presentation model used by a game to a modern one. If you’re wondering more about the various models and how they impact performance, check out our dev blog here which dives deeper.  More technically, we are moving apps from the legacy blt-model presentation to modern flip-model. Many games already take advantage of modern flip-model, but this new optimization will allow thousands of games to benefit as well.   

But we called this an optimization, so it does more than just unlock stellar gaming features. Flip model generally results in lower latency.  Reducing latency means getting your game’s frames to the screen as fast as possible.  

 When your game is configured to not use v-sync, this can result in a new frame being ready before the previous frame is displayed. At high frame rates, this may lead to screen tearing when this feature is turned on. To avoid tearing in your game, you can make sure to configure the game’s frame rate to match your monitor’s display refresh rate. Another option is to turn on v-sync in your game, which is often found in the game’s settings. If neither of those options work for your gaming experience, you can opt out of this feature and the instructions on how to do that are explained below. Another way to address tearing is by using a VRR monitor which can take advantage of the lower latency. However, please note tearing is still possible if you exceed the refresh rate of the monitor.  

Settings and Changes 

Requirements .

This feature is currently only available in the Windows Insider Program (dev channel); you will want to click here to join and get access to build 22545 or above. If you’d like to learn more about the Windows Insider Program, check out the blog where they post updates and new features.  

Your DX10/DX11 game needs to be running in a Windowed or Borderless-Windowed environment to use this feature.  

*Note for features like Auto HDR, you will need an HDR capable device*  

How to Opt In 

Image System OWG On

  • Go to Settings    
  • Go to System -> Display -> Graphics  
  • Then go to Default graphics settings     
  • Scroll down to Optimizations for windowed games and turn the setting On .  
  • Restart your game  

Per-App Opt-Out 

Image PerApp OWG Checked

  • Go to System -> Display -> Graphics   
  • Select an application and click Options  
  • Select which features you would like to opt-out of  
  • Check the box for Don’t use Optimizations for windowed games  
  • Check the box for Don’t use Auto HDR  
  • Check the option for GPU preference (for devices with more than 1 GPU)  
  • Save the selection  

The Best Settings by Default 

We strive to deliver the best graphics settings in your games by default. Some of the options in Default graphics settings may be checked by default because the app is not compatible with the setting. You may also see a warning message if you uncheck the option. This means that the app may crash or there is an issue with how the feature interacts with the title. In short, we disable apps that have known issues on default to ensure that you have the best settings without having to do much guesswork on what might be wrong.

Feedback is always welcome 

Our goal is to always provide the best products and features for gaming. As a team, we are constantly working to make Windows the best place for gaming. We are excited for you to experience all the exciting changes coming ahead. We want you to try this feature out and send us your feedback! We love hearing from you so please don’t hesitate to file feedback.  

How to File Feedback 

The best place to file feedback is through the Feedback Hub. To provide more helpful feedback and traces to the team so that we can best resolve the issues, you can use the instructions found here . When you file feedback, please select Category: Gaming and Xbox with the Subcategory: Game Performance. Please make sure to include the words Optimizations for windowed games in the title or the description when you provide feedback so we can easily find it.   

If you are enjoying the feature, let us know! Reach out to us via Twitter , Reddit , or Discord to get in contact.  

Gaming is our passion, and we are excited to give you more options for game optimization and customization. Let us know your thoughts and what else you’d like to see out of graphics.   

As always – Happy Gaming!  

Windowed and Borderless-Windowed Gaming 

Windowed gaming is what it sounds like. Instead of taking over your entire display, the game is put into a Window that can be moved around and resized depending on what you want. In a windowed format, other things can be displayed on top of the game. Examples include the Game Bar, overlays and notifications. Windowed gaming can be beneficial as it makes it easy to switch to other windows or applications.   

Borderless-Windowed is very similar to windowed gaming as it runs the game or application in a window except the window is typically at a full screen size and without a border. This creates the experience of full screen while also allowing for other overlays on top of the game, similarly to the windowed gaming experience.  

' data-src=

Hannah Fisher Program Manager

flip presentation model

Discussion is closed. Login to edit/delete existing comments.

Can you explain if/how this affects OpenGL games?

Similar to another comment, I was wondering if there will ever be a way to backport improvements like this to older Vulkan games?

Is there any Microsoft Direct Storage Demo games I can test performance with. Thanks

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Porque ista página só tem a opção de linguagem em inglês. Para quem não fala esta língua é inútil

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It’s probably safe to assume that most PC gamers prefer to play their games in full screen, but Microsoft has added some tweaks for users on its latest operating system who, for whatever reason, prefer the less-immersive windowed experience.

As detailed on the DirectX Developer Blog, the latest insider build of Windows 11 includes new optimizations for windowed and borderless windowed DirectX 10/DirectX 11 games that the company claims can “significantly improve latency.” Other improvements for windowed games include Variable Refresh Rate (VRR) and Auto HDR.

Microsoft’s new optimizations for windowed games can be enabled via the Settings menu and going to System > Display > Graphics > Default graphics settings, which now has a toggle for “optimizations for windowed games.” Users also have the option of opting out on a specific game or application by going to System > Display > Graphics and clicking the options button on the relevant app.

flip presentation model

Optimizations for windowed games ( Microsoft )

  • You might be asking, “what are optimizations for windowed games”? Great question! Let me explain – this setting affects presentation modes used in Windowed and Borderless Windowed DX10/DX11 games. Presentation is the method for getting your game’s rendered frames on your display in the most optimal way.
  • This new optimization specifically applies to Windowed and Borderless-Windowed games because when you’re running in Fullscreen, a similar optimization already exists , and this new setting brings a consistent experience no matter which mode you are running in. You don’t need to worry about DX12 games as they already take advantage of the new presentation mode. Specifically, this optimization works by upgrading the legacy presentation model used by a game to a modern one. If you’re wondering more about the various models and how they impact performance, check out our dev blog here which dives deeper. More technically, we are moving apps from the legacy blt-model presentation to modern flip-model. Many games already take advantage of modern flip-model, but this new optimization will allow thousands of games to benefit as well.
  • But we called this an optimization, so it does more than just unlock stellar gaming features. Flip model generally results in lower latency. Reducing latency means getting your game’s frames to the screen as fast as possible.
  • When your game is configured to not use v-sync, this can result in a new frame being ready before the previous frame is displayed. At high frame rates, this may lead to screen tearing when this feature is turned on. To avoid tearing in your game, you can make sure to configure the game’s frame rate to match your monitor’s display refresh rate. Another option is to turn on v-sync in your game, which is often found in the game’s settings. If neither of those options work for your gaming experience, you can opt out of this feature and the instructions on how to do that are explained below. Another way to address tearing is by using a VRR monitor which can take advantage of the lower latency. However, please note tearing is still possible if you exceed the refresh rate of the monitor.

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Special K features multiple options to control the behavior of the swapchain of a game, the window it renders inside of, as well as aspects related to exclusive fullscreen such as refresh rate, scan type, etc.

Compatibility for features varies for games; most usually works, but at times a game might not function properly with some. Hold down  Ctrl + ⇧ Shift  while launching a game if you need to reset the config file of Special K.

¶ Key features

¶ high dynamic range (hdr).

Special K allows for retrofitting HDR in many DirectX 11 (Direct3D 11) based titles and supports remastering 8-bit, 10-bit, and 11-bit render passes, as well as visualize the result in various ways to allow more detailed inspection.

The wiki has a whole chapter on the specifics of HDR worth checking out, as well as a remastering database of verified titles.

¶ Nvidia Reflex

For the best result pair Nvidia Reflex with flip model with recommended swapchain settings !

Special K allows users with Nvidia hardware to enable Nvidia Reflex in any compatible game (DirectX 11 and 12), which can decrease total frame time and input latency to a (for some) noticeable degree, even in many singleplayer titles.

  • Launch the game with Special K enabled.

Press  Ctrl + ⇧ Shift + ← Backspace  to open the control panel of Special K.

  • In the Framerate Limiter section, click on the ▶ Advanced text in the bottom right corner below the frame pacing graph.
  • Off disables Nvidia Reflex.
  • Low Latency engages Nvidia’s FPS limiter which caps the framerate a few frames below the refresh rate (this is important for VRR users, see Blur Buster’s G-Sync 101 ).
  • Low Latency + Boost also engages the maximum performance power mode, which prevents the graphic card from clocking down the frequency of the GPU core while the game is running.
  • Nothing But Boost only engages the maximum performance power mode.
  • Most games are served best with the Start-of-Frame setting.
  • Use Input Hook to allow Nvidia Reflex to trigger based on the input. This is most effective when using a gamepad.
  • For even better result, enable Special K’s Framerate Limit and configure a value below any FPS cap enforced by Nvidia Reflex ( Ctrl + 🖱️ Click  to type in an exact value).
  • Press  Ctrl + ⇧ Shift + ← Backspace  to close the control panel of Special K.

¶ Frame rate limiter

Special K features a high-end frame rate limiter that when used can improving frame pacing and timing consistency compared to many other frame rate limiters.

In the Framerate Limiter section, enable Framerate Limit and configure a desired value ( Ctrl + 🖱️ Click  to type in an exact value).

(Optional) Clicking on Advanced to the right side of the Framerate Limit slider exposes in-depth configuration of the limiter:

Use Multimedia Class Scheduling enables  MCMCSS  to ensure the limiter receives prioritized access to CPU resources.

Limit the FPS to at least 3 below the maximum refresh rate if using a variable refresh rate (VRR) monitor such as G-Sync/FreeSync.

¶ Flip model presentation

Special K supports forcing flip model presentation for games using DirectX 11, but compatibility may vary.

Flip model is a presentation model designed to make windowed mode effectively equivalent or better when compared to the classic “fullscreen exclusive” mode. Windows 10’s  fullscreen optimizations  (FSO) for DirectX 9-11 tries to automatically convert some games configured to use “fullscreen exclusive” mode into using flip model presentation in a maximized borderless window instead.

Flip model presentation also allows the use of variable refresh rate ( VRR , G-Sync, FreeSync, VESA Adaptive-Sync, HDMI 2.1 VRR) in borderless maximized windows even without the display driver configured to allow VRR in windowed mode.

Install Special K for the game, either globally or locally .

  • Launch the game.
  • See  Borderless fullscreen window mode  for how to force borderless fullscreen windowed mode for games without native support for it.
  • Restart the game and verify that the borderless fullscreen windowed mode works as expected.
  • Expand the Direct3D 11 Settings section and the subsection called SwapChain Management .
  • Enable Use Flip Model Presentation .
  • If everything works the popup shown while hovering over Window/Fullscreen Resolution at the top of the Special K control panel should show Discard (flip) .
  • If the game does not launch properly, open the game-specific config  and change UseFlipDiscard to false .
  • Frame latency might be further improved by configuring the parameters in the SwapChain Management section according to the recommended settings based on your personal use case.
  • Restart the game again to verify that the changes were successful

¶ Disable native HDR of games

Special K can forcefully disable HDR in games that otherwise do not expose in-game options for controlling HDR.

Install Special K for the game, either globally or locally.

  • Launch and close the game once to allow the Special K config file to be created.
  • Open the game-specific config .
  • Set the following parameters to true
  • Disables DXGI based HDR
  • Disables NVAPI based HDR

¶ Exclusive fullscreen mode

Forces the game to run in an exclusive fullscreen mode for games that do not natively support it.

Launch the game with Special K enabled and confirmed working for the game.

Configure the in-game options to the resolution of the monitor.

Open the Display menu on the top.

Change Window style to Fullscreen Mode .

  • The Force Override option might be required as well for some titles and automatically applying the override on next launch.

Restart the game to confirm everything works.

  • See  Lock the mouse to the game  if the cursor is not locked to the game window.

¶ Refresh rate (Hz)

Forces a custom refresh rate. In some games this can even override refresh rate behavior forced through the display drivers.

Find and change the parameter RefreshRate to the desired refresh rate (e.g. RefreshRate=120 ).

  • Save and close the file.
  • RefreshRate=0 will automatically use the highest available refresh rate.
  • RefreshRate=-1 will disable the override and use whatever the game requests.

¶ Scan type (i/p)

Controls if the game outputs in  progressive  or  interlaced  scanning. This is normally more relevant for a television than a computer monitor, as typically computer monitors only support progressive display modes.

This override should only be used if the game does not properly output to the correct scan mode.

  • Progressive for progressive scan.
  • UpperFieldFirst for interlaced even scan.
  • LowerFieldFirst for interlaced odd scan.
  • DontCare to retain the game default.

¶ Vertical sync (Vsync)

Forces a specific vertical sync behavior. Note that this does not override v-sync behavior forced through the display drivers.

  • -1 - Disable the override; use the default behavior of the game.
  • 0 - Disable vertical sync. This also enables Latent Sync .
  • 1 - Vertical sync occurs each refresh cycle (e.g. 60 FPS on a 60 Hz monitor; or 144 FPS on a 144 Hz monitor).
  • 2 - Vertical sync occurs every second refresh cycle (e.g. 30 FPS on a 60 Hz monitor; or 72 FPS on a 144 Hz monitor).
  • 3 - Vertical sync occurs every third refresh cycle (e.g. 20 FPS on a 60 Hz monitor; or 48 FPS on a 144 Hz monitor).

¶ Latent Sync

Latent Sync is a tear-free no-sync feature similar to the Scanline Sync of RTSS and offers the same or lower input latency to that of VRR. It is useful in scenarios for when your frame rate needs to be identical to the refresh rate (e.g. 60 FPS on a 60 Hz display), a factor thereof (e.g. 60 FPS on a 120 Hz display), or in scenarios where VRR is not available.

It is a two-phase limiter which waits before and after the Present call of a game, and CPU idle time is distributed between waiting for the Vertical Blanking period (favors tearing stability) and delaying the beginning of the next frame (favors input latency). The Delay Bias option in Special K’s control panel controls this behavior, and while the setting defaults to 0% (favors tearing stability with no regard for the input), it can be adjusted to favor input latency at the risk of potentially introducing occasional tearing. It is by adjusting this bias in favor of input latency that Latent Sync can beat the input latency of VRR.

The limiter predicts how long the game’s simulation is going to take as well as any overhead observed during Present calls (third-party overlays hook Present and contribute to timing variability, which Latent Sync factors).

To enable Latent Sync in Special K, do the following:

Right click the frame rate value/slider to open the Latent Sync config popup.

Tick the Latent Sync box to force vertical sync off in Special K which enables the feature.

The feature is now enabled and can be configured using the same popup window.

Enable Visualize Tearlines to show four vertical bars that switches color on each frame. This will assist in visualizing the tearline (a section of the bar where multiple clashing colors appear at the same time) and how it changes as the other settings are adjusted.

Adjust the settings to move the tearline beyond the edges of the screen so the bars no longer have a tearline visible on them.

Ensure that the presentation model used by the game is hardware accelerated ( Hardware: shown in front).

latent_sync_config.jpg

¶ Resolution

¶ limit resolution.

DirectX 11 (Direct3D 11) games only.

Special K can limit the minimum and maximum reported resolution to a game. In some games this can be used to  override the resolution  to one not supported by the game, or work around resolution related issues.

Expand DirectX 11 Settings > Resolution Limiting .

Change Minimum/Maximum Resolution to the desired resolution(s).

Restart the game to evaluate whether the resolution limiting is effective or not.

  • Remove the resolution limit by changing the Minimum/Maximum Resolution values to 0 , followed by a game restart.

¶ Override resolution

Overrides the framebuffer resolution in windowed modes, forcing games to render at a higher resolution than what they might natively support.

  • Configure the in-game options to window mode.
  • See  Window mode  for how to force window mode for games that do not expose it.
  • Expand Window Management > Style and Position .

Enable Borderless and Center .

  • Do not enable Fullscreen (Borderless Upscale) as this will disable the override resolution.

Change Override Resolution to the desired resolution.

  • Remove the override resolution by changing the Override Resolution values to 0 , followed by a game restart.

¶ Borderless fullscreen window mode

Forces a borderless fullscreen window mode for games that do not natively support it.

Configure the in-game options to window mode and the resolution of the monitor.

Change Window style to Borderless Fullscreen .

  • If the option does not appear, select Borderless instead and then re-open the menu and the option should be present.

¶ Continue rendering when out of focus

Keep in mind that having Steam Input enabled for the game is known to prevent the Continue Rendering option from working properly. It’s recommended to disable Steam Input for the game in the Steam client.

This option prevents games from realizing they are unfocused, preventing them from pausing the game, muting the audio, minimizing themselves, or other behaviours that they typically do when they lose focus.

  • Expand Window Management > Input/Output Behavior .
  • Enable Continue Rendering .

¶ Window layering (always/multitasking-on-top)

Special K can also force a certain window layer state for the game. This refers to whether the game window should appear above other windows, or below.

  • Change Window Layering at the bottom of the section to the desired behaviour:
Mode Description
Do not override the default window layering behaviour of the game.
Prevents the game window from always staying on top of other windows.

This is intended to be used with games that otherwise forces an always-on-top state, and allows the use of third-party window based overlays in games that otherwise would have appeared always above them.
forces the game window to always stay on top of other windows.

as Special K will continue to move the game window above all other applications/windows you try to switch to until this mode has been disabled.
This is a custom behaviour mode of Special K where the game window will automatically move above and below other windows depending on various scenarios. do not disengage in scenarios where a maximized window on another display overlaps slightly with the game window, as well as improve framepacing in games when keyboard and mouse input is given to other applications. needs to be enabled to make full use of the feature. in the frontend app SKIF) as dragging a window from another monitor will otherwise have it appear behind the game.

¶ Window mode

Forces a window mode for games that do not natively support it.

Change Fullscreen Mode to Windowed Mode .

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  • Thread starter Brink
  • Start date Feb 17, 2022
  • Feb 17, 2022
Introduction​ Optimization is everything within gaming. Whether it is tuning your display, choosing the perfect mouse and keyboard, or tweaking game settings to your preference – the goal is the same. We all want the best gaming experience possible. We understand that you want to see the best out of your games and your PC, which is why we are excited today to introduce you to Optimizations for windowed games . This feature has the ability to significantly improve latency and unlock other exciting gaming features including Auto HDR and Variable Refresh Rate (VRR). Latency improvements can benefit all gamers – from improving your input lag to creating a competitive edge in your gaming experience. Keep reading to see what we’ve added and how you can benefit. Optimizations for windowed games​ You might be asking, “what are o ptimizations for windowed games ”? Great question! Let me explain – this setting affects presentation modes used in Windowed and Borderless Windowed DX10/DX11 games. Presentation is the method for getting your game’s rendered frames on your display in the most optimal way. To learn more about Windowed and Borderless-Windowed, check out the Appendix. This new optimization specifically applies to Windowed and Borderless-Windowed games because when you’re running in Fullscreen, a similar optimization already exists , and this new setting brings a consistent experience no matter which mode you are running in. You don’t need to worry about DX12 games as they already take advantage of the new presentation mode. Specifically, this optimization works by upgrading the legacy presentation model used by a game to a modern one. If you’re wondering more about the various models and how they impact performance, check out our dev blog here which dives deeper. More technically, we are moving apps from the legacy blt-model presentation to modern flip-model. Many games already take advantage of modern flip-model, but this new optimization will allow thousands of games to benefit as well. But we called this an optimization, so it does more than just unlock stellar gaming features. Flip model generally results in lower latency. Reducing latency means getting your game’s frames to the screen as fast as possible. When your game is configured to not use v-sync, this can result in a new frame being ready before the previous frame is displayed. At high frame rates, this may lead to screen tearing when this feature is turned on. To avoid tearing in your game, you can make sure to configure the game’s frame rate to match your monitor’s display refresh rate. Another option is to turn on v-sync in your game, which is often found in the game’s settings. If neither of those options work for your gaming experience, you can opt out of this feature and the instructions on how to do that are explained below. Another way to address tearing is by using a VRR monitor which can take advantage of the lower latency. However, please note tearing is still possible if you exceed the refresh rate of the monitor. Settings and Changes​ Requirements​ This feature is currently only available in the Windows Insider Program (dev channel); you will want to click here to join and get access to build 22545 or above. If you’d like to learn more about the Windows Insider Program, check out the blog where they post updates and new features. Your DX10/DX11 game needs to be running in a Windowed or Borderless-Windowed environment to use this feature. *Note for features like Auto HDR, you will need an HDR capable device* How to Opt In​ If you would like to use this feature on games and applications, please follow the instructions below. Turn On or Off Optimizations for Windowed Games in Windows 11 Tutorial This tutorial will show you how to turn on or off "optimizations for windowed games" for your account in Windows 11. Starting with Windows 11 build 22557, Microsoft introduced a feature called Optimizations for windowed games and is designed to significantly improve latency and unlock other... www.elevenforum.com Go to Settings Go to System -> Display -> Graphics Then go to Default graphics settings Scroll down to Optimizations for windowed games and turn the setting On . Restart your game Per-App Opt-Out​ These instructions are to help you choose which graphics settings you would like to opt-out of on a specific game or application. Go to Settings Go to System -> Display -> Graphics Select an application and click Options Select which features you would like to opt-out of Check the box for Don’t use Optimizations for windowed games Check the box for Don’t use Auto HDR Check the option for GPU preference (for devices with more than 1 GPU) Save the selection Restart your game The Best Settings by Default​ We strive to deliver the best graphics settings in your games by default. Some of the options in Default graphics settings may be checked by default because the app is not compatible with the setting. You may also see a warning message if you uncheck the option. This means that the app may crash or there is an issue with how the feature interacts with the title. In short, we disable apps that have known issues on default to ensure that you have the best settings without having to do much guesswork on what might be wrong. Feedback is always welcome​ Our goal is to always provide the best products and features for gaming. As a team, we are constantly working to make Windows the best place for gaming. We are excited for you to experience all the exciting changes coming ahead. We want you to try this feature out and send us your feedback! We love hearing from you so please don’t hesitate to file feedback. How to File Feedback​ The best place to file feedback is through the Feedback Hub. To provide more helpful feedback and traces to the team so that we can best resolve the issues, you can use the instructions found here . When you file feedback, please select Category: Gaming and Xbox with the Subcategory: Game Performance. Please make sure to include the words Optimizations for windowed games in the title or the description when you provide feedback so we can easily find it. If you are enjoying the feature, let us know! Reach out to us via Twitter , Reddit , or Discord to get in contact. Gaming is our passion, and we are excited to give you more options for game optimization and customization. Let us know your thoughts and what else you’d like to see out of graphics. As always – Happy Gaming! Appendix​ Windowed and Borderless-Windowed Gaming​ Windowed gaming is what it sounds like. Instead of taking over your entire display, the game is put into a Window that can be moved around and resized depending on what you want. In a windowed format, other things can be displayed on top of the game. Examples include the Game Bar, overlays and notifications. Windowed gaming can be beneficial as it makes it easy to switch to other windows or applications. Borderless-Windowed is very similar to windowed gaming as it runs the game or application in a window except the window is typically at a full screen size and without a border. This creates the experience of full screen while also allowing for other overlays on top of the game, similarly to the windowed gaming experience. 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Some questions on MPO & Optimizations for windowed games(Flip presentation model)

Hello all, had some questions if anyone has any info. (AMD cards)

While back I disabled few things. MPO Optimizations for Windowed games (Flip presentation model) Wondering if any fixes or updates have fixed these, and should they be re-enabled?

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IDXGISwapChain::Present method (dxgi.h)

Presents a rendered image to the user.

SyncInterval

An integer that specifies how to synchronize presentation of a frame with the vertical blank.

For the bit-block transfer (bitblt) model ( DXGI_SWAP_EFFECT_DISCARD or DXGI_SWAP_EFFECT_SEQUENTIAL ), values are:

  • 0 - The presentation occurs immediately, there is no synchronization.
  • 1 through 4 - Synchronize presentation after the n th vertical blank.
  • 0 - Cancel the remaining time on the previously presented frame and discard this frame if a newer frame is queued.
  • 1 through 4 - Synchronize presentation for at least n vertical blanks.

If the update region straddles more than one output (each represented by IDXGIOutput ), Present performs the synchronization to the output that contains the largest sub-rectangle of the target window's client area.

An integer value that contains swap-chain presentation options. These options are defined by the DXGI_PRESENT constants.

Return value

Type: HRESULT

Possible return values include: S_OK, DXGI_ERROR_DEVICE_RESET or DXGI_ERROR_DEVICE_REMOVED (see DXGI_ERROR ), DXGI_STATUS_OCCLUDED (see DXGI_STATUS ), or D3DDDIERR_DEVICEREMOVED.

Starting with Direct3D 11.1, consider using IDXGISwapChain1::Present1 because you can then use dirty rectangles and the scroll rectangle in the swap chain presentation and as such use less memory bandwidth and as a result less system power. For more info about using dirty rectangles and the scroll rectangle in swap chain presentation, see Using dirty rectangles and the scroll rectangle in swap chain presentation .

For the best performance when flipping swap-chain buffers in a full-screen application, see Full-Screen Application Performance Hints .

Because calling Present might cause the render thread to wait on the message-pump thread, be careful when calling this method in an application that uses multiple threads. For more details, see Multithreading Considerations .

Differences between Direct3D 9 and Direct3D 10:

Specifying in the parameter is analogous to in Direct3D 9.

For flip presentation model swap chains that you create with the DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL or DXGI_SWAP_EFFECT_DISCARD value set, a successful presentation unbinds back buffer 0 (usually set by OMSetRenderTargets ) from the graphics pipeline, except for when you pass the DXGI_PRESENT_DO_NOT_SEQUENCE flag in the Flags parameter.

For info about how data values change when you present content to the screen, see Converting data for the color space .

Flip presentation model queue

A: 3, B: 0, C: 0, D: 1, E: 0

When you call Present , the runtime shows frame A for only 1 vertical blank interval. The runtime terminates frame A early because of the sync interval 0 in frame B. Then the runtime shows frame D for 1 vertical blank interval, and then frame E until you submit a new presentation. The runtime discards frames B and C.

Variable refresh rate displays

Requirements.

Requirement Value
Windows
dxgi.h
DXGI.lib

IDXGISwapChain

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DXGI flip model

Windows 8 adds support for flip presentation model and its associated present statistics in DXGI 1.2. Windows 8’s DXGI flip presentation model is similar to Windows 7’s Direct3D 9EX Flip Mode Presentation . Video or frame rate-based presentation apps such as games can benefit most by using flip presentation model. Apps that use DXGI flip presentation model reduce the system resource load and increase performance. Apps can also use present statistics enhancements with flip presentation model to better control the rate of presentation by providing real-time feedback and correction mechanisms.

Comparing the DXGI flip model and the BitBlt model

How to use dxgi flip model, frame synchronization of dxgi flip model apps, avoiding, detecting, and recovering from glitches, related topics.

The runtime uses the bit-block transfer (bitblt) and flip presentation models to present graphics content on display monitors. The biggest difference between bitblt and flip presentation models is how back-buffer contents get to the Windows 8 DWM for composition. In the bitblt model, contents of the back buffer are copied into the redirection surface on each call to IDXGISwapChain1::Present1 . In the flip model, all back buffers are shared with the Desktop Window Manager (DWM). Therefore, the DWM can compose straight from those back buffers without any additional copy operations. In general, the flip model is more efficient. The flip model also provides more features, such as enhanced present statistics.

If you have legacy components that use Windows Graphics Device Interface (GDI) to write to an HWND directly, use the bitblt model.

Performance improvements of DXGI flip model are significant when the app is in windowed mode. The sequence in this table and the illustration compare memory bandwidth usages and system reads and writes of windowed apps that choose flip model versus the bitblt model.

Step BitBlt model present to DWM DXGI flip model present to DWM
1. The app updates its frame (Write)
The app updates its frame (Write)
2. Direct3D runtime copies surface contents to a DWM redirection surface (Read, Write)
Direct3D runtime passes the app surface to DWM
3. After the shared surface copy completes, DWM renders the app surface onto screen (Read, Write)
DWM renders the app surface onto screen (Read, Write)

illustration of a comparison of the blt model and the flip model

Flip model reduces system memory usage by reducing the number of reads and writes by the Direct3D runtime for the windowed frame composition by DWM.

Direct3D 11.1 apps that target Windows 8 use flip model by creating the swap chain with the DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL enumeration value set in the SwapEffect member of the DXGI_SWAP_CHAIN_DESC1 structure. When you set SwapEffect to DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL , also set these members of DXGI_SWAP_CHAIN_DESC1 to the indicated values:

  • BufferCount to a value between 2 and 16 to prevent a performance penalty as a result of waiting on DWM to release the previous presentation buffer.
  • Format to DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_B8G8R8A8_UNORM, or DXGI_FORMAT_R8G8B8A8_UNORM
  • Count member of the DXGI_SAMPLE_DESC structure that the SampleDesc member specifies to one and the Quality member of DXGI_SAMPLE_DESC to zero because multiple sample antialiasing (MSAA) is not supported

If you use DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL on Windows 7 or earlier operating system, device creation fails. When you use flip model, you can use full-screen present statistics in windowed mode. Full-screen behavior is not affected. If you pass NULL to the pFullscreenDesc parameter of IDXGIFactory2::CreateSwapChainForHwnd for a windowed swap chain and set SwapEffect to DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL , the runtime creates one extra back buffer and rotates whichever handle belongs to the buffer that becomes the front buffer at presentation time.

When you use flip model, consider these tips:

  • Use one flip model swap chain per HWND . Do not target multiple flip model swap chains to the same HWND .
  • Do not use flip model swap chain with GDI's ScrollWindow or ScrollWindowEx function. Some Direct3D apps use GDI's ScrollWindow and ScrollWindowEx functions to update window contents after a user scroll event occurs. ScrollWindow and ScrollWindowEx perform bitblts of window contents on screen as the user scrolls a window. These functions also require bitblt model updates for GDI and Direct3D content. Apps that use either function will not necessarily display visible window contents scrolling on screen when the app is in windowed mode. We recommend that you not use GDI's ScrollWindow and ScrollWindowEx functions, and instead redraw GDI and Direct3D contents on screen in response to scrolling.
  • Use flip model in an HWND that is not also targeted by other APIs, including DXGI bitblt presentation model, other versions of Direct3D, or GDI. Because bitblt model maintains an additional copy of the surface, you can add GDI and other Direct3D contents to the same HWND through piecemeal updates from Direct3D and GDI. When you use the flip model, only Direct3D content in flip model swap chains that the runtime passes to DWM are visible. The runtime ignores all other bitblt model Direct3D or GDI content updates.

Present statistics are frame-timing information that media apps use to synchronize video and audio streams and recover from video playback glitches. Apps can use the frame-timing information in present statistics to adjust the presentation rate of their video frames for smoother presentation. To obtain present statistics information, call the IDXGISwapChain::GetFrameStatistics method to obtain the DXGI_FRAME_STATISTICS structure. DXGI_FRAME_STATISTICS contains statistics about IDXGISwapChain1::Present1 calls. A flip model swap chain provides present statistics information in both windowed and full-screen modes. For bitblt model swap chains in windowed mode, all DXGI_FRAME_STATISTICS values are zeroes.

For flip model present statistics, IDXGISwapChain::GetFrameStatistics returns DXGI_ERROR_FRAME_STATISTICS_DISJOINT in these situations:

  • First call to GetFrameStatistics , which indicates the beginning of a sequence
  • Mode change: either windowed mode to or from full screen or full screen to full screen transitions

The values in PresentRefreshCount , SyncRefreshCount , and SyncQPCTime members of DXGI_FRAME_STATISTICS have the following characteristics:

  • PresentRefreshCount is equal to SyncRefreshCount when the app presents on every vsync.
  • SyncRefreshCount is obtained on the vsync interval when the present was submitted, SyncQPCTime is approximately the time associated with the vsync interval.

The IDXGISwapChain::GetLastPresentCount method returns the last present count, that is, the present ID of the last successful IDXGISwapChain1::Present1 call made by a display device that is associated with the swap chain. This present ID is the value of the PresentCount member of the DXGI_FRAME_STATISTICS structure. For bitblt model swap chains, while in windowed mode, all DXGI_FRAME_STATISTICS values are zeroes.

Perform these steps to avoid, detect, and recover from glitches in frame presentation:

Queue IDXGISwapChain1::Present1 calls (that is, call IDXGISwapChain1::Present1 multiple times, which causes them to collect in a queue).

Create a present-queue structure to store all successfully submitted IDXGISwapChain1::Present1 's present ID (returned by IDXGISwapChain::GetLastPresentCount ) and associated, calculated/expected PresentRefreshCount values.

To detect a glitch:

  • Call IDXGISwapChain::GetFrameStatistics .
  • For this frame, get the present ID ( PresentCount ) and vsync count where the operating system presented the last image to the monitor ( PresentRefreshCount ).
  • Retrieve the expected PresentRefreshCount that is associated with the present ID and that you previously stored in the present-queue structure.
  • If the actual PresentRefreshCount is later than the expected PresentRefreshCount , a glitch has occurred.

To recover from the glitch:

Calculate the number of frames to skip to recover from the glitch. For example, if step 3 reveals that the expected vsync count ( PresentRefreshCount ) for a present ID ( PresentCount ) is 5 and the actual vsync count for the present ID is 8, the number of frames to skip to recover from the glitch is 3 frames.

Pass 0 to the SyncInterval parameter in this number of calls to IDXGISwapChain1::Present1 to discard and skip this number of frames.

[!Note] If the glitch consists of a large number of frames, call IDXGISwapChain1::Present1 with the Flags parameter set to DXGI_PRESENT_RESTART to discard and skip all outstanding queued presents.

Here is an example scenario of recovering from glitches in frame presentation:

illustration of an example scenario of recovering from glitches in frame presentation

In the example scenario, you expect frame A to go on screen on a vsync count of 1. But you actually detect the vsync count that frame A appears on screen as 4. Therefore, you determine that a glitch occurred. You can then discard 3 frames, that is, you can pass 0 to the SyncInterval parameter in 3 calls to IDXGISwapChain1::Present1 . In the preceding example scenario, to recover from the glitch, you need a total of 8 IDXGISwapChain1::Present1 calls. The 9th frame is then visible as per the vsync count that you expect.

Here's a time line of presentation events. Each vertical line represents a vsync. The horizontal direction is time, which increases to the right. You can use the figure to imagine how glitches can occur.

illustration of a time line of presentation eventsl

The figure illustrates this sequence:

The app wakes up on vsync, renders blue, calls IDXGISwapChain1::Present1 , and then goes back to sleep.

The graphics processing unit (GPU) wakes up from idle, performs the render to blue, and then goes back to sleep.

The DWM wakes up at the next vsync, composes blue into its back buffer, calls IDXGISwapChain1::Present1 , and then goes back to sleep.

The app wakes up, renders green, calls IDXGISwapChain1::Present1 , and then goes back to sleep.

[!Note] The app concurrently executes while the GPU performs the compose of blue.

Next, the GPU renders green for the app.

Finally, the digital to analog converter (DAC) shows results of the DWM composition on the monitor on the next vsync.

From the time line, you can imagine the latency of present statistics and how glitches can occur. For example, to show a DWM glitch for the green color appearing on screen, imagine widening the green/red box so that the right side of the green/red box matches up to the right side of the purple/red box. In this scenario, the DAC shows two frames of blue and then the green frame. You can see that this glitch occurred from reading present statistics.

Enhancing presentation with the flip model, dirty rectangles, and scrolled areas

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How to use DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL correctly?

I am having issue while drawing my cube on the window. I don't see any graphics on the window. I see the following warning messages in visual studio:

D3D11 WARNING: ID3D11DeviceContext::DrawIndexed: The Pixel Shader expects a Render Target View bound to slot 0, but the Render Target View was unbound during a call to Present. A successful Present call for DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL SwapChains unbinds backbuffer 0 from all GPU writeable bind points. [ EXECUTION WARNING #3146082:

D3D11 WARNING: ID3D11DeviceContext::DrawIndexed: The Pixel Shader expects a Render Target View bound to slot 0, but none is bound. This is OK, as writes of an unbound Render Target View are discarded. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Render Target View here. [ EXECUTION WARNING #3146081: DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET]

I created swapchain using the following API:

Render Target is bound using the call:

The Present is implemented as:

The shader code is:

Monku's user avatar

  • I think I may have found the issue. The link learn.microsoft.com/en-us/windows/desktop/api/dxgi1_2/… says that For flip presentation model swap chains that you create with the DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL value set, a successful presentation results in an unbind of back buffer 0 from the graphics pipeline, except for when you pass the DXGI_PRESENT_DO_NOT_SEQUENCE flag in the Flags parameter. So I just need to set the render target again in my render method and it works! Please correct me if I am wrong. –  Monku Commented Nov 7, 2018 at 19:01
  • 3 In general you should set your render targets, viewport, and scissor rectangles every frame, typically right after you clear the render target and depth/stencil buffer. –  Chuck Walbourn Commented Nov 7, 2018 at 22:50

Invoke ID3D11DeviceContext::OMSetRenderTargets(...) before each rendering

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flip presentation model

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I have a query about resolutions and imput lag

Hi, I come to make this post because I have a very big question and I don't know why

I always get used to playing shooters in 4:3 stretched and in this full screen game 4:3 look stretched so I resorted to playing it in windowed and stretching mode.

My question was if in window mode I have input lag or something that worsens my fps when playing, if I see them wider but I feel that their performance is worse

IMAGES

  1. Flip Shapes in PowerPoint 365 for Windows

    flip presentation model

  2. DXGI flip model

    flip presentation model

  3. What Is Flip Chart Presentation? Using Flip Charts Effectively

    flip presentation model

  4. Flip Powerpoint Presentation

    flip presentation model

  5. Flip Powerpoint Presentation

    flip presentation model

  6. FLIP Model

    flip presentation model

VIDEO

  1. FLIP ENTRY MODEL (EASY)

  2. Best model presentation video, #exhibition, #yt

  3. Completed Flip Structure Model

  4. 🆕 model dual display flip phone

  5. How-To Diorama with Scale Model Craft, Ep.56

  6. RAC Flip Series Part 2 Model A Coupe AV8 Stance Adjustment

COMMENTS

  1. Optimizations for windowed games in Windows 11

    Learn how to use a new presentation model for DirectX 10 and DirectX 11 games that appear in a window or in a borderless window. This results in lower frame latency and lets you use other newer gaming features, such as Auto HDR and variable refresh rate.

  2. For best performance, use DXGI flip model

    Learn how to use DXGI flip model to present graphics efficiently and with low latency on modern versions of Windows. Compare flip model with blt model and explore the new optimizations and features such as Direct Flip and Independent Flip.

  3. DXGI flip model

    Learn how to use DXGI flip model for video or frame rate-based presentation apps on Windows 8. Compare flip model with bitblt model, see performance improvements, and use present statistics for frame synchronization.

  4. Significant Latency Reductions with New Gaming Optimizations

    More technically, we are moving apps from the legacy blt-model presentation to modern flip-model. Many games already take advantage of modern flip-model, but this new optimization will allow thousands of games to benefit as well. But we called this an optimization, so it does more than just unlock stellar gaming features.

  5. For best performance, use DXGI flip model

    It picks up where DXGI flip model, DirectX 12: Presentation Modes In Windows 10 (video), and Presentation Enhancements in Windows 10: An Early Look (video) left off. ... Flip model presents go as far as making windowed mode effectively equivalent or better when compared to the classic "fullscreen exclusive" mode. In fact, you may want to ...

  6. Windows 11 Insiders now have optimizations for legacy games ...

    Microsoft has announced that Insiders on recent Dev Channel builds can now enjoy reduced latency and VRR for legacy games using the "legacy-blt" presentation model. The feature is available on Windows 11 Dev Channel build 22545 or later and can be enabled globally or for specific apps.

  7. Updates in Graphics and Gaming

    Learn how to improve latency and unlock features like Auto HDR and VRR by upgrading the presentation model of your DX10/DX11 games to flip-model. This feature is available in Windows Insider Program and requires some settings changes.

  8. Flip model, dirty rectangles, scrolled areas

    Learn how to use flip model, dirty rectangles, and scrolled areas to optimize presentation performance and quality in Direct3D 10 and later APIs. See examples, syntax, and benefits of flip model for Windows apps.

  9. Windows 11 Adds Optimizations for Windowed Games, including Variable

    Microsoft introduces a new setting to improve latency and presentation for windowed and borderless windowed DirectX 10/11 games. The setting upgrades the legacy presentation model to a modern flip model, which reduces latency and screen tearing.

  10. Sample Application for Direct3D 12 Flip Model Swap Chains

    Only flip model [ 1] swap chains may be used with D3D12. There are many parameters that must be selected, such as: the number of buffers, number of in-flight frames, the present SyncInterval, and whether or not WaitableObject is used. We developed this application internally to help understand the interaction between the different parameters ...

  11. DirectX 12: Presentation Modes In Windows 10

    Fan favorite, Jesse Natalie agreed to walk us through Presentation Modes in Windows 10. We hope you find this valuable. Don't forget to let us know if you ha...

  12. Video

    ¶ Flip model presentation. Special K supports forcing flip model presentation for games using DirectX 11, but compatibility may vary. Flip model is a presentation model designed to make windowed mode effectively equivalent or better when compared to the classic "fullscreen exclusive" mode.

  13. Updates in Graphics and Gaming for Windows 11

    More technically, we are moving apps from the legacy blt-model presentation to modern flip-model. Many games already take advantage of modern flip-model, but this new optimization will allow thousands of games to benefit as well. But we called this an optimization, so it does more than just unlock stellar gaming features.

  14. Some questions on MPO & Optimizations for windowed games(Flip

    MPO Optimizations for Windowed games (Flip presentation model) Wondering if any fixes or updates have fixed these, a… Hello all, had some questions if anyone has any info. (AMD cards) While back I disabled few things. MPO Optimizations for Windowed games (Flip presentation model) Wondering if any fixes or updates have fixed these, and should ...

  15. How to anti-alias in DirectX11 with Flip mode?

    4. The modern "flip" modes ( DXGI_SWAP_EFFECT_FLIP_DISCARD and DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) enforce some new usage rules. Specifically you can't create an MSAA backbuffer or an _SRGB format backbuffer. The reality is that when using the legacy "blt" style modes ( DXGI_SWAP_EFFECT_DISCARD, DXGI_SWAP_EFFECT_SEQUENTIAL ), you can't really ...

  16. IDXGISwapChain::Present (dxgi.h)

    Flip presentation model queue Suppose the following frames with sync-interval values are queued from oldest (A) to newest (E) before you call Present. A: 3, B: 0, C: 0, D: 1, E: 0. When you call Present, the runtime shows frame A for only 1 vertical blank interval. The runtime terminates frame A early because of the sync interval 0 in frame B.

  17. windows

    @RaviGanesh: The documentation for Present1 says: "For flip presentation model swap chains that you create with the DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL value set, a successful presentation results in an unbind of back buffer 0 from the graphics pipeline." - boblicious.

  18. win32/desktop-src/direct3ddxgi/dxgi-flip-model.md at docs

    Windows 8 adds support for flip presentation model and its associated present statistics in DXGI 1.2. Windows 8's DXGI flip presentation model is similar to Windows 7's Direct3D 9EX Flip Mode Presentation.Video or frame rate-based presentation apps such as games can benefit most by using flip presentation model.

  19. How to use DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL correctly?

    D3D11 WARNING: ID3D11DeviceContext::DrawIndexed: The Pixel Shader expects a Render Target View bound to slot 0, but the Render Target View was unbound during a call to Present. A successful Present call for DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL SwapChains unbinds backbuffer 0 from all GPU writeable bind points. [ EXECUTION WARNING #3146082:

  20. I have a query about resolutions and imput lag : r ...

    The "Optimizations for windowed games" setting is forcing windowed games to use Flip Presentation model instead of the old blt presentation model. This is the same thing that SpecialK does on Windows 10, but SpecialK isn't supported by Valorant(it has to hook into the game). ... Without flip presentation, there will be at least 1 extra frame of ...