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Performance issues and image saving #40
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About the performance issue: |
I'm using just like your 2nd sample in the code page, i.e:
Then I just place a Stopwatch starting just before and stopping just after screenCapture.CaptureScreen(); . Well, actually I was testing as a single screenshot but what I really want is to stream the desktop on a webpage and I need to capture screen as fast as possible. In a ideal scenario for me it should take less than 1ms per capture but I think that won't be possible. |
The capture itself should always take <1ms, but like I said, you can't capture faster than an image is displayed (which for 1ms capture speed would require a display with 1000Hz update rate) and even then the image would need to change for every update cycle (which is for desktop usage normally not the case). |
Ok, I appreciate your help!! Thank you very much my friend. |
Hello, firstly, I'd like to thank you for this library! Kudos for that!
So, I just copied your sample code and put it to a test and I'm noticing the screenCapture.CaptureScreen() is taking too long to process. It takes around 35ms or more, that is roughly the same as .net native Graphics.CopyFromScreen. I also noticed there is an member in the DX11ScreenCapture class called _useNewDuplicationAdapter but it's set to false. Could this be related to this issue? What should I do to speed this up? I have an Nvidia GTX 1650 graphics card in a Windows 10 system.
Also, is there a way to save the image to a file or generating a System.Drawing.Image or System.Drawing.Bitmap without invoking EmguCV?
Thanks!
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