Hello! I am seeing an issue with an Nvidia 810 GPU when using multiple displays. That card is made out of 2 separate GPUs and both are getting maxed out with the first output and have further slowdowns from each additional display. I need to be able to output to 6 (+1) different screens, and it seems a bug in Unity is preventing me from doing so. I believe each screen is waiting from the previous one, causing some kind of feedback loop of PostLateUpdate.PresentAfterDraw and slowing down the game to a crawl. Here are some info from the various debugging step I tried: Scene contents do not matter. An empty scene and a complex one have the same results. PostLateUpdate.PresentAfterDraw/Graphic.PresentAndSync/Device.Present represents 99.5% of rendering time and seemingly is the issue. Hardware: GPU is up to date, tried multiple versions of the drivers Tried using different monitors and cables, no change. Slowness is directly impacted by the number of screens plugged in Issue does not happen on other GPUs I got to try. There is another graphics card plugged in to handle a 7th monitor, that handles the main rendering. I do not know how to change that for testing. Software I tried enabling/disabling V-sync in both Unity and the Nvidia control Panel. No change. I tried both in editor and compiled build, development build and not. No change. Rendering multiple displays in the same output is fine, but as soon as the "Game" window is dragged to anotehr display, the slowdowns begin (main display is on another GPU, and does not have the same issue as the NVS 810) Disabling cameras on the additional screens impacts slowness as well. No difference between Forward and Deferred rendering paths. This is with the latest version of Unity on Windows 10. I can run additional tests if needed. This is a very important issue and sadly I do not have control over hardware, so another GPU is not an option. I would really appreciate some help to figure this out. Thanks!