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Windows 7: Aero mini previews missing after a while...

01 Jan 2010   #51
gregrocker

 

Then what is the source of your ISO or DVD?

This is not yet a reported bug I can find. If it replicates on a clean install on completely different hardware, then it would have to be in the ISO or DVD.


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01 Jan 2010   #52
zzz2496

Windows7 Ultimate 64bit
 
 

It's a DVD, a retail version of Windows 7 Ultimate (Box, containing both 32bit and 64bit software), South East Asia Version, made in Singapore.
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01 Jan 2010   #53
logicearth

Windows 10 Pro (x64)
 
 

*sigh* screw it.
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01 Jan 2010   #54
zzz2496

Windows7 Ultimate 64bit
 
 

Sigh...
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01 Jan 2010   #55
logicearth

Windows 10 Pro (x64)
 
 

You need more video memory or less monitors (or smaller resolutions).
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01 Jan 2010   #56
zzz2496

Windows7 Ultimate 64bit
 
 

Considering I have 1024MB (GTX285), and 512MB (8800GT), it has plenty of room to play with...

Math:

I run my desktop at 32bits, so each pixel is represented by 4 bytes of memory.
I have 2 1920x1200 desktops = 3840x1200.
The memory needed to just show my desktop is 18,432,000 bytes (roughly 18.5MB).

Assuming I have 20 of open windows at full screen at both screens, it still uses 368,640,000 bytes of memory + the desktop instance, which is 387,072,000 bytes (~400MB), that's still 600MB free... Let's assume the Video driver used some... say 100MB (which is generous), that still leaves me with 500MB of space...

Note: I don't open too many windows on the small screen (maximum of 6 very small windows @ 1024x768 resolution), so the memory usage (assuming it's using the GTX285's memory) is negligible.

All of this assuming Windows saves the "texture" data as uncompressed, that'll take that much... If it's compressed by any algorithm...

So, memory is not a problem.

zzz2496
My System SpecsSystem Spec
02 Jan 2010   #57
logicearth

Windows 10 Pro (x64)
 
 

Now calculate in 60 frames per second, with DirectX/GDI instruction information (also animations), icons/mouse, textures for the contents of the window, textures of the window contents with borders, textures of the desktop planes themselves, then with all the icons, then of course with the taskbar and active windows. Also take into consideration DWM is doubled buffered

There is a lot more then just texture data.
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02 Jan 2010   #58
zzz2496

Windows7 Ultimate 64bit
 
 

I don't see how any of that are related to video memory... The video memory is just a "surface" for DWM... It called "Frame Buffer", so whatever you want to show on the final image is being composed by DWM, as in the easy way is to stack this image according it's Z coordinate (what window always on top, mouse cursor always on top, etc) to that image and that image at this coordinate and so on... Let's just say it has one last "surface" to render for the final image that gets pushed to our monitor, that would just take a measly 18.5MB additional memory per 24" monitor...

Let's simplify this... I have 1GB of memory, it's a video memory. I have "assets", mouse pointers (with animation), desktop background, icons, open apps, etc... Let's say we save it all to the video memory labeling it as variable "A" to "Z". So if I want to compose the final image, say it's double buffered, I assign 40MB of memory on the frame buffer as "canvas", compose my final image on the "canvas", then flush that image through the DVI interface 60 frames each second. Each finished frame after being sent to the DVI, is then destroyed/freed to compose the next image... This is memory, not a video file... So video memory doesn't store each frame that's done in the past... once it's done, it's being deleted/freed

I don't see the complication of just stacks of images compared to shader operation for a game. Games use the same logic, you have plenty of "assets", you have "programs/shaders" to operate on the "assets" to compose the final image...

GDI operation is even simpler. GDI+ will use video memory as big as your desktop space, as one image. No fancy processing, no assets, no shader, no nothing. That's why when an app crashed it doesn't redraw it's window content on the GDI canvas, causing the infamous thousand windows effect. If I use GDI, I should be able to have a display that is 55 times larger than 1920x1200. Again, video memory is a non issue.

zzz2496
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 Aero mini previews missing after a while...




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