Multiple renderers fullscreen on multiple displays

Is there a way of ensuring that certain renderers go fullscreen on certain displays on startup?

I know the “/dda 1” edit to args.txt when you want to go fullscreen on the secondary monitor but I have three displays, one for my control panel and two (display 2 and 3) for two renderers to go fullscreen on.

thanks

Is there a way of ensuring that certain renderers go fullscreen on certain displays on startup?
you put the windowed renderers on the monitors they are supposed to go fullscreen and then set the Fullscreen pins of their corresponding nodes to 1.

the /dda thing is only needed in special cases…

you put the windowed renderers on the monitors they are supposed to go fullscreen and then set the Fullscreen pins of their corresponding nodes to 1.

If I do this, when I reload/start the patch, the renderers don’t go full screen on the correct display.

I need to have a patch that requires no user intervention upon startup and puts the correct renderer full screen on the correct display.

I have 2 renderers, 3 displays, I need renderer 1 fullscreen on display 2 and renderer 2 fullscreen on display 3.

can you not set the screen position with set patch and then go fullscreen with a delay after loading? Renderers that are saved in fullscreen dont always play fair on loading, so if they strat up windowed they usually behave in a more preditable manner!

hmja, as cat says you shouldn’t alt+enter the renderers to fullscreen, but just use the fullscreen-pins. are you doing this?

and if you have the fullscreen pins set to 0 and start your patch the renderers open on the correct displays? at least that should totally work. does it?

Good thinking cat, thanks. I will try that. You’ve hit the nail on the head…fullscreen dont always play fair on startup.

joreg, I currently always save in windowed mode due to known issues and always use the fullscreen pin to go full screen. This works fine and windowed renderers remembering there positions.

Also, is it planned or is there an easy way to implement which display a renderer goes fullscreen on, it seeems to be a common issue and I’ve seen it in other DirectX based software.