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Old 11-01-2016, 10:39 AM   #10
AlbanRampon
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Quote:
Originally Posted by Qvazar View Post
Confirming this.
The Windows 10 Anniversary Update drivers are causing CPU usage to spike when anything "real-time" happens on the connected USB monitor.

My original setup was a Dell XPS 15 Laptop connected to a Dell D3100 USB docking station with two HDMI monitors attached.
Before the Windows Anniversary Update I could play Guild Wars 2 at 40FPS on one USB monitor while playing Twitch/YouTube content on the other USB monitor. Everything was working smoothly.
After the update, games are unplayable on any USB-attached monitor.
I've resorted to attaching one monitor directly to the laptop with HDMI and playing games on that, but if any rendering happens on the USB-attached monitor, game performance drastically drops. If I play a video on the USB-monitor while playing on the HDMI-monitor, game FPS drops to 20% of before. 40 FPS becomes 10 FPS!

My girlfriend is using a Surface Pro 4 with this same dock and is suffering the same problems; but obviously she cannot connect one of the monitors directly through HDMI, so any continuous rendering on the monitors causes heavy CPU-load and lag and any CPU-heavy load causes the monitors to lag greatly, i.e. when playing Flash games.

I understand that the Windows Anniversary Update forces this new driver model, but this performance decrease is completely unacceptable. You and Microsoft needs to work together to fix this.

I have all Windows, Dell and NVidia drivers up to date.
Hello,
There are several points in this post.
WUDFHost.exe load has no direct bearing on performance. The algorithm uses, and has always used the available CPU to minimise latency and achieve the pixel-perfect we expect. The CPU is used because it's available, otherwise the quality will be dropped temporarily.
Would you look at your laptop to check if there are multiple graphics cards in it? If so, can you please disable the low end one to see if there is a performance gain? We know the Anniversary Update OS will the choose the best graphics card but the one used at startup. We know this because we have already been working with Microsoft on this. The compute of graphics has never done by DisplayLink as this is not a GPU. How do you measure your FPS? Do you have a sensor on the monitor, or is it an in-game counter looking at what the graphics card is handling?

The second aspect around general performance is on the engineering backlog to be worked on. There are a number of features which were available to us prior to this OS which have to be totally redeveloped with this new way of doing indirect displays.
The priority was to have the system work for the OS launch.

Kind regards,
Alban
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Alban Rampon
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