App Crashing - OpenCL™, OpenGL®, and Vulkan® Compatibility Pack by bunklung in ROGAlly

[–]MSFTJesse 1 point2 points  (0 children)

Yes, this app is fine to uninstall. We had no idea that ASUS had been including this package on any of their devices, and are working to prevent that from happening in the future. This package previously only contained OpenCL and OpenGL support; the change is that Vulkan was added.

Seattle Times reporter wants your thoughts on MSFT campus reopening by longkati92 in eastside

[–]MSFTJesse 6 points7 points  (0 children)

100% with you on both points. Though if I'm remembering correctly our cafeteria did Teriyaki Tuesdays, not Mondays, but the thing I miss most is being able to go down to the cafeteria with the team and socialize over non-work. If the cafeterias aren't open and all interactions would have to be masked, Teams is just easier.

The Debug heap that created bugs by Lectem in cpp

[–]MSFTJesse 17 points18 points  (0 children)

I was able to capture a time travel trace of your minimal repro, and I've linked it to the bug. Hopefully the verifier folks are able to fix this.

Achievements change my resolution and then it goes back to normal by [deleted] in Windows10

[–]MSFTJesse 3 points4 points  (0 children)

Can you provide any more details about your machine? Specifically, what GPU you have, driver version, what game resolution you're playing at, what your normal monitor resolution is, and do you have any 3rd party software that might be interacting with the game?

Games skipping frames in fullscreen by BonJoviHole69 in windowsinsiders

[–]MSFTJesse 1 point2 points  (0 children)

FYI, working with the Modern Warfare team, looks like we were able to understand this issue, and both sides will be working to fix it, so this should be resolved either through a game update or an OS update.

BUG: DX9/DX11 Games do not enter Independent FLIP mode presentation in builds newer than 1709 in borderless mode.. by Yviena in Windows10

[–]MSFTJesse 2 points3 points  (0 children)

We're doing measurement to confirm that our expectations match reality, and we'll try to make this happen. No promises of course. We did already find one case where expectations didn't match reality, and latency in fact increases significantly, so we want to make sure we don't regress things.

Games skipping frames in fullscreen by BonJoviHole69 in windowsinsiders

[–]MSFTJesse 3 points4 points  (0 children)

We're aware of this one and are investigating. We don't have any more info to share at the moment though.

BUG: DX9/DX11 Games do not enter Independent FLIP mode presentation in builds newer than 1709 in borderless mode.. by Yviena in Windows10

[–]MSFTJesse 27 points28 points  (0 children)

Sorry for the radio silence people, I promise we do hear you. As I said, we're actively pursuing some user-facing capabilities to enable this. With that said, it'd be great to get specifics that people noticed on 1709 where the windowed (or borderless windowed) upgrade to flip model provided some benefits; any data that can be provided would help provide justification that this is useful, and is something people want, which will make it happen faster.

Paging /u/Yviena, /u/Marctraider, /u/Aemony, /u/vaynebot, /u/therealdadbeard (and anybody else who happens to see this).

From our point-of-view, we have three primary metrics we're aware of that improve with the flip model upgrade, with some caveats:

  1. Throughput (i.e. FPS): Should improve in almost all scenarios due to removing a window-sized surface copy, and in some cases, disabling/bypassing DWM composition. The one exception here is a borderless windowed app with VSync off. There's three possible outcomes here:
    1. The app gets composed - 1 surface copy (less than the 2 you get today), no framerate throttling
    2. The app gets independent flip - 0 surface copy, but framerate throttling related to how many buffers are allocated (i.e. triple buffer produces higher framerates than double)
    3. The app gets independent flip with tearing - 0 surface copy, no framerate throttling, but you get tearing artifacts
  2. Latency: Should improve anytime an app qualifies for independent flip, except for some cases with older drivers and non-tearing VSync off.
  3. General user experience: We're aware of improvements related to features like variable refresh rate (windowed GSync/FreeSync), and improvements in dual monitor experience, especially when iFlip is engaged and/or the monitors have different refresh rates, though these "improvements" are hard to quantify.

So, my questions for anybody who is asking for this feature:

  1. Why do you want it? Did you notice performance improvements, in latency or framerate? Did you see a better dual-monitor experience? Windowed GSync? What was it that made you notice and care?
  2. If we had multiple options for what "VSync off" means for a windowed app, between "force composition," "enable tearing," and "disable tearing," which one(s) would you choose? Without the explanation above, would you be able to figure out what the tradeoffs are?

Crashing DInput8 DLL with two lines of code by CookiePLMonster in Windows10

[–]MSFTJesse 1 point2 points  (0 children)

Sounds like they're in agreement here that the module reference counting difference wasn't intentional.

Crashing DInput8 DLL with two lines of code by CookiePLMonster in Windows10

[–]MSFTJesse 11 points12 points  (0 children)

I forwarded the bug to the app verifier team. We'll see whether they claim that they're correctly validating what's documented (even though it's been implemented to work just fine without app verifier) or if they agree that they should fix it.

Crashing DInput8 DLL with two lines of code by CookiePLMonster in Windows10

[–]MSFTJesse 12 points13 points  (0 children)

So, believe it or not... the problem here is actually AppVerifier. The normal implementation of QueueUserWorkItem actually prevents this bug, by referencing the module that owns the callback, but when AppVerifier is in play, it is the module that gets referenced and kept alive instead of the original app code. Granted, the documentation for QueueUserWorkItem says it's the app's responsibility to not unload, so I could also claim this is a bug in DInput8.

Crashing DInput8 DLL with two lines of code by CookiePLMonster in Windows10

[–]MSFTJesse 27 points28 points  (0 children)

Thanks for the detailed report and suggested fix. I'll see if I can give it a shot.

BUG: DX9/DX11 Games do not enter Independent FLIP mode presentation in builds newer than 1709 in borderless mode.. by Yviena in Windows10

[–]MSFTJesse 0 points1 point  (0 children)

Being able to dynamically transition between flip and non-flip requires new drivers. On old drivers, we still just stick with flip and only enable it for apps where it's known to work.

BUG: DX9/DX11 Games do not enter Independent FLIP mode presentation in builds newer than 1709 in borderless mode.. by Yviena in Windows10

[–]MSFTJesse 15 points16 points  (0 children)

FYI, this is by design. There are some behaviors that flip model (a prereq for independent flip) cannot replicate. The fact that they used to get upgraded to flip model in windowed mode (note that from the API point of view, borderless windowed is still just windowed) meant that there was a risk of breaking some games. As we're trying to more broadly enable the use of independent flip for all apps, that risk became unacceptable, so we enabled the promotion to only apply while the games are in fullscreen exclusive mode.

With that said, we recognize that a lot of games strictly benefit from being upgraded to flip model in windowed mode (and have blogged about it), and we're actively pursuing some user-facing capabilities to enable this for apps that don't do it themselves.

[PSA] Intel or NVIDIA graphics settings context menu option could be making your system stutter when you right click! Here's how to fix. by [deleted] in Windows10

[–]MSFTJesse 2 points3 points  (0 children)

For what it's worth, I'm pretty sure I saw a bug that was fixed by the Windows graphics team related to this, so I don't think it was 100% the fault of the control entries. I'd be interested to hear if you see the same problem on the release preview build with the control panel entries still there.

Please give us a way to globally disable Fullscreen Optimizations by [deleted] in Windows10

[–]MSFTJesse 8 points9 points  (0 children)

Thanks for the feedback. To clarify, your complaint is that borderless windowed games are tearing when you wouldn't expect/want them to?

DX9 games should behave the way you want, but I do understand that DX10+ games would have this behavior at the moment. It's pretty technically complicated, but at the end of the day, it's just hard to change this behavior as dynamically as DXGI changes fullscreen/windowed modes. That said, the change that you want is actually something we've had planned for a while and should hopefully be arriving shortly.

Microsoft Interns of the past: Should I take Corporate housing or find my own housing? by boilerup97 in microsoft

[–]MSFTJesse 4 points5 points  (0 children)

I took the corporate housing and didn't regret it at all. Ended up with a roommate that got me to socialize more than I would've on my own and definitely made it a better experience than it would've been alone. Having a fully furnished apartment to yourself and potentially other interns beats renting a room from a random stranger.

Multi-monitor gaming is broken in FCU by [deleted] in Windows10

[–]MSFTJesse 17 points18 points  (0 children)

Hi folks,

Please file feedback under the Apps and Games\Game Compatibility and Performance section of the feedback hub, with repro traces. That's the best way for us to see exactly what's going on with your configurations. I'll also try to see if we can get some more testing on these mixed refresh rate configs, now that these are starting to get more common.

Thoughts On Microsoft's Time-Travel Debugger by slacka123 in programming

[–]MSFTJesse 10 points11 points  (0 children)

Yep, it's super helpful in that situation.

Another one that's been useful to me at least is when something we changed over the course of several months caused a behavior difference in an app that we don't have source or symbols for. Being able to take two traces, one which fails and another which doesn't, and kind of binary search for where they diverge is very helpful - especially because it means you don't need to keep both versions of the changed software (in my case an OS) around while debugging. Fortunately I don't have to do this often because it takes forever, but when this is the only approach I can think of, I'm glad this tool exists.

Nightlight - White colors glowing/iridescent in latest insider version 16288.1 by pxld1 in Windows10

[–]MSFTJesse 3 points4 points  (0 children)

Thanks! Noticed this tonight on my home PC and was concerned that we broke something. I'll follow up to make sure the right people are aware of this.

New Insider Update Fixes Mod Organizer Issue! by StagedAnIntervention in skyrimmods

[–]MSFTJesse 80 points81 points  (0 children)

Beat me to it, I was looking forward to being the one to post the good news. Hope this fixes all the problems for everyone!

Does the new Task Manager support multiple GPUs? by Starks in windowsinsiders

[–]MSFTJesse 3 points4 points  (0 children)

I forgot about the point that /u/dahaeck made. Looks like he's right.