Elite: Dangerous Display Switcher

Mostly still working great with 1.1.0.3 BUT.. The second screen API prevents the game from loading past the spinning ship screen. Only been a problem since the 1.1 updates. Asides, great work! Thanks!
 
Mostly still working great with 1.1.0.3 BUT.. The second screen API prevents the game from loading past the spinning ship screen. Only been a problem since the 1.1 updates. Asides, great work! Thanks!

Second screen works fine for me. Could you post the content of your appconfig.xml (located in EDLaunch/Products/FORC-FDEV-xxxx folder)?
 
Great software, works quite well!

A humble Request: Support for arbitrary Refresh rates (I have a 144 Hz monitor), or at least add 144 Hz. I can specify 144 Hz but whenever I click on "Monitor", it reverts to 60, meaning I need to type it again every time.
 
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Great software, works quite well!

A humble Request: Support for arbitrary Refresh rates (I have a 144 Hz monitor), or at least add 144 Hz. I can specify 144 Hz but whenever I click on "Monitor", it reverts to 60, meaning I need to type it again every time.

Does it revert to 60 even if you save it as monitor default with 144? I can not replicate this, it saves it as 144 Hz like it should.
 
Mostly still working great with 1.1.0.3 BUT.. The second screen API prevents the game from loading past the spinning ship screen. Only been a problem since the 1.1 updates. Asides, great work! Thanks!

I was having this issue as well. However, I found that generating the second window on the same display as the game (the oculus) allowed the game to load, assuming the game client is in focus. That creates another issue, though. Once you load in, you'll want to move the second window back to your actual monitor but anytime you load a system via hyperspace, it will just load and load unless you move the second window back to the oculus monitor. So you keep having to move it back and forth.

ultimately, I had to set up my XSplit to capture the second window, then close the second window (which doesn't affect the broadcaster for some reason), and then use the viewport as an alternative to the second window.
 
Moved my ED installation to a different drive when updating to 1.2, and EDDS no longer finds the relevant XML files. Tried moving the EDDS xml files aside, didn't help.

If this is not just a user error, I'd be happy to fix this myself had I access to the source...
 
Moved my ED installation to a different drive when updating to 1.2, and EDDS no longer finds the relevant XML files. Tried moving the EDDS xml files aside, didn't help.

If this is not just a user error, I'd be happy to fix this myself had I access to the source...

Did you move the EDDS.exe file to the new installation folder? I have not yet upgraded to 1.2, so I don't know if the file structure is changed. But if it was, I suppose more people would have mentioned it here. If you give me the error message as well as the path to your xml files, I might be able to see what's wrong.
 
Great tool, just discovering it, didn't try yet.

A suggestion for having separate graphics settings in game (E.g. Occlusion, Blur, etc.) depending the selected monitor, and instead making a specific menu with all choices in your application: have a button saying basically: "Use current in game graphics settings for current selected monitor". It mean if the Primary is selected, pushing this button will link current in game graphics settings to Primary. So you only have once to select the monitor you want with you tool, then in game, change graphics settings, and then exit the game and in your tool push this above button. same thing for the second monitor, third, etc. So Oculus and Monitor users can have several different graphics quality (Oculus less quality to keep 75fps, monitor 60Hz with highest quality, etc.) just by selecting the monitor they want to use, and you avoid making a specific menu with all in game graphics options (and that can change on dev side so you avoid having to update it each time I'm guessing too).

In any case: thanks a bunch ! :)
 
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Great tool, just discovering it, didn't try yet.

A suggestion for having separate graphics settings in game (E.g. Occlusion, Blur, etc.) depending the selected monitor, and instead making a specific menu with all choices in your application: have a button saying basically: "Use current in game graphics settings for current selected monitor". It mean if the Primary is selected, pushing this button will link current in game graphics settings to Primary. So you only have once to select the monitor you want with you tool, then in game, change graphics settings, and then exit the game and in your tool push this above button. same thing for the second monitor, third, etc. So Oculus and Monitor users can have several different graphics quality (Oculus less quality to keep 75fps, monitor 60Hz with highest quality, etc.) just by selecting the monitor they want to use, and you avoid making a specific menu with all in game graphics options (and that can change on dev side so you avoid having to update it each time I'm guessing too).

In any case: thanks a bunch ! :)

Thank you for your suggestion. I will look into it if I have the time. But real life has gotten very busy lately (I don't even have time to play ED). So there probably won't be many updates to EDDS in the near future, other than critical bug fixes if FD changes anything that impacts EDDS.
 
Thanks very much for creating this tool. I've been using it since Jan and it would be difficult to go without now given how painless it has made it to switch between Rift/Monitor.
 
Hi, just wanted to say that your app is very useful, I use it to switch between Rift and playing with TrackIR on normal monitor.

Just one suggestion (or bug fix, I don't know) : When I choose the refresh rate for my monitor, I set it at 144Hz and save it as default, but next time I recall this default, I get something like 14 or 12,2Hz, the program doesn't remember high values... maybe you could solve this if it isn't too much work? Thanks anyway :)
 
Hi, just wanted to say that your app is very useful, I use it to switch between Rift and playing with TrackIR on normal monitor.

Just one suggestion (or bug fix, I don't know) : When I choose the refresh rate for my monitor, I set it at 144Hz and save it as default, but next time I recall this default, I get something like 14 or 12,2Hz, the program doesn't remember high values... maybe you could solve this if it isn't too much work? Thanks anyway :)

Sorry for the late reply, I have been gone all week. I'll look into this when I get the time.
 
What does IPD (in mm) mean? I'm a little confused as to what this function does.
 
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