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MultiMon은 여러 모니터를 하나의 영상벽으로 연결해 하나의 소스 확장·그리드 분할·개별 제어 등을 지원합니다
MultiMon turns any set of monitors into a single seamless video wall. Span one source across every screen, cut a high-resolution source into a grid, drive each display independently, or run one frame-
미디어C# · ShellGitHub @Fiavaion온라인운영자 미확인
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프로젝트 폴더에서 /nomorevibe verify를 실행하면 소유권을 확인하고 소개를 직접 관리할 수 있습니다.
1분 만에 확인하기MultiMon turns any set of monitors into a single seamless video wall. Span one source across every screen, cut a high-resolution source into a grid, drive each display independently, or run one frame-locked HAP clip per display — with from-scratch HAP playback, hardware-accelerated H.264/HEVC decode and a per-track audio mixer, all clocked to one master timeline. Free and open source under EUPL-1.2, for Windows and macOS (Apple Silicon).
저장소 README에서 가져옴
README 전체를 불러오는 중입니다. 아래는 저장된 발췌입니다.
A Windows multi-monitor video-wall performance tool — load video and audio onto monitor slots, set up
routing, then enter a fullscreen perform mode that spans or subdivides a single canvas across all
selected monitors.
Status: 1.0.0 — released 2026-09-19 for Windows (x64) and macOS (Apple Silicon). Stable on AMD and NVIDIA;
the real-Intel (QuickSync) acceptance pass and a multi-vendor 4+ screen rig remain to be run on hardware — see CHANGELOG known limitations.README 전문 보기 ↗A multi-monitor video-wall performance tool for Windows and macOS — load video and audio onto monitor slots, set up routing, then enter a fullscreen perform mode that spans or subdivides a single canvas across all selected monitors.
Status:
1.0.0— released 2026-10-18 for Windows (x64) and macOS (Apple Silicon). Stable on AMD and NVIDIA; the real-Intel (QuickSync) acceptance pass and a multi-vendor 4+ screen rig remain to be run on hardware — see CHANGELOG known limitations.
On Windows, MultiMon is built on a persistent Direct3D 11 pipeline (Vortice.Windows), Media Foundation hardware decode with automatic software fallback, and from-scratch HAP support. The D3D11 device and swapchains are created once at application start and reused for the entire session — no per-cycle teardown.
On macOS (Apple Silicon, macOS 14+), the same portable core (MultiMon.Core, MultiMon.Hap) drives a Metal
render core, HAP and VideoToolbox decode, CoreAudio output and an Avalonia control panel, with display
refresh matching and a performance readout. The platform choices are recorded in
ADR 0005.
.mmproj filesScreenshots will be added before the 1.0.0 GA release.
See REQUIREMENTS.md for the full Windows list. In short:
MultiMon-<version>-win-x64.zip from the Releases
page and unzip it to any folder.MultiMon.Control.exe (or the included Launch MultiMon App.bat).MultiMon-<version>-macos-arm64.dmg from the Releases
page and drag MultiMon to Applications.xattr -dr com.apple.quarantine /Applications/MultiMon.app.This release is unsigned, so Windows may show a SmartScreen warning on first run: click More info → Run anyway. Code-signing is planned for a future release (see docs/adr/0004).
The Convert to HAP feature calls FFmpeg to transcode source files; FFmpeg is not bundled and is
not required for any playback feature. To enable it, install FFmpeg from
ffmpeg.org (or a trusted build) and add the folder containing
ffmpeg.exe to your PATH. On macOS it also looks in the usual install locations (a user-local bin, then Homebrew).
One master branch holds both platforms. Each platform has its own solution, sharing the portable
projects (MultiMon.Core, MultiMon.Hap, MultiMon.Core.Tests); neither solution references the other
platform's projects. CI (.github/workflows/ci.yml) builds both on every push to master and every pull
request. How the two development machines share the branch: docs/DEV_PATHS.md.
Prerequisites: .NET 9 SDK, Windows 10/11, and Visual Studio 2022 or VS Code with the C# extension.
git clone https://github.com/Fiavaion/MultiMon.git
cd MultiMon
dotnet build MultiMon.sln -c Release -warnaserror
dotnet test MultiMon.Core.Tests -c Release --no-build
dotnet test MultiMon.Tests -c Release --no-build
Run the stress harness (the primary verification gate):
dotnet run --project MultiMon.Stress -- --cycles=50 --windows=1
Produce a self-contained release zip:
pwsh scripts/publish-release.ps1
Prerequisites: .NET 9 SDK, Xcode 15+ with the command-line tools, and the macOS workload
(sudo dotnet workload install macos). Full setup: docs/MAC_SETUP.md.
dotnet build MultiMon.Mac.sln -c Release -warnaserror
dotnet test MultiMon.Core.Tests -c Release --no-build
dotnet run --project MultiMon.Stress.Mac -- --cycles=50 --windows=1
Produce the DMG (signed and notarized when the variables in docs/RELEASE.md are set):
bash scripts/publish-release-mac.sh
Releases for both platforms are cut from a tag; see docs/RELEASE.md.
Outside the local-desktop / single-performer threat model for 1.0.0, documented rather than patched:
PATH. If an ffmpeg.exe sits in a world-writable or
temporary directory earlier on your PATH, it will be used. Install FFmpeg only from a trusted
source and keep your PATH clean..mmproj files you
created; don't open project files from untrusted sources.Contributions are welcome — see CONTRIBUTING.md. Found a bug? Use the in-app Report a bug button or open an issue.
Licensed under the European Union Public Licence v1.2 (EUPL-1.2) — see LICENSE. Third-party attributions are in THIRD-PARTY-NOTICES.md.
See CHANGELOG.md.