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Why does D3D11 Angle settings cause my videos to be oversaturated on my second monitor?

Smackanoodle 0 Reputation points
2026-01-24T22:35:18.8666667+00:00

Before you ask, it does not happen on that monitor when I use it as a single monitor, this glitch appears when I have D3D11 set to the chrome ANGLE backend and only when I have two monitors. Every video becomes saturated, the fix for me was to just use D3D9 instead but this is clearly a bug with Direct3D 11 and it needs to be addressed. So if you reply to this saying it's someone else fault, you are dodging responsibility for your codebase.

Windows for home | Windows 11 | Performance and system failures
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  1. Sin-D 10,015 Reputation points Microsoft External Staff Moderator
    2026-01-27T02:01:16.7566667+00:00

    Hi Smackanoodle,

    Thanks for reaching out to Microsoft Q&A Forum. I understand you are experiencing oversaturated video colors on a second monitor when using the D3D11 ANGLE backend with Chrome in a dual‑monitor setup.

    Before proceeding, please help me clarify the following so I can provide a more direct answer:

    1, Confirm whether the issue occurs in applications other than Chrome when Direct3D 11 is used (for example, Microsoft Edge, Movies & TV, or other Windows apps).

    2, Confirm whether the color saturation issue persists if Chrome hardware acceleration is disabled while keeping the dual‑monitor setup.

    3, Confirm whether Windows HDR or advanced color settings are enabled for either monitor in Windows 11.

    4, Confirm the graphics hardware in use (NVIDIA, AMD, or Intel), as driver behavior may differ.

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  2. AI answer

    2026-01-24T22:35:25.1233333+00:00

    The issue of videos appearing oversaturated on your second monitor when using D3D11 with the Chrome ANGLE backend in a multi-monitor setup may be related to how the Direct3D 11 API handles color management and rendering across different display devices. When multiple monitors are involved, the graphics driver and the application may not be synchronizing the color profiles or settings correctly, leading to discrepancies in how colors are rendered on each display.

    It is also possible that the specific settings or capabilities of the second monitor are interacting with the D3D11 settings in a way that causes this saturation effect. Since you mentioned that switching to D3D9 resolves the issue, it indicates that the problem is likely specific to the D3D11 implementation or its interaction with the ANGLE backend in the context of multiple displays.

    For a more definitive resolution, it may be beneficial to report this behavior to the developers or support team responsible for the Direct3D 11 implementation, as it could be a bug that needs addressing in future updates.

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