xstyla, you describe it very well the problem related to dualview in XP and if i switch secondary monitor who is in my case the tv as primary then i guess it will work as it should. (in backmind that pins will set the TV(monitor0) as primary surface to draw then) So thanks for the tip around the problem as temporary solution. ^^
Squall Leonhart: so you mean Vista and newer OS handles dualview better and set pins automatic if an accelerated surface detects on secondary monitor or the third one and set it to the right? but only if the source code doesn't directly say anything other I guess. anyhow get curious to test pcsx2 on win7 machine and see the different how dualview is handled but it will be later test.
I did one more test, but now with Summer Forest
who is an sreensaver from 3D Planesoft.
Monitor0 running in fullscreen ~ cpu 3-4%, no lag.
Monitor1 running in fullscreen ~ cpu 3-4%, no lag.
But If i do this with GDSX in fullscreen on Monitor1 i got a little bit higher cpu use but more worse is the high drop of fps, from ~60fps(monitor0) to peddling between ~23-30fps. (monitor1)
So I come up with an idea, why not do an option from "GS Window" dialog an dropdown list there you can choice which monitor should establishes an accelerated surface on. this should solve some of the problems on an easy way i think, except the drag thing of course cus then I think there must be more advance code for that to work. And if there is only one monitor then this droplist should been grayed out.
Another question, how acting the option "Fit to the Window/Screen" related to bios option 16:9 (widescreen)? I got an feeling sometime in few ps2 cutscene/movies i got letterbox inserted from pcsx2 while the core(the game itself drawing smaller too then usually does in 4:3) and resulting an shrink cutscene.