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> Its definitely the same on Windows as it always was, which is the platform I most developed games for. Not really. Most games use "borderless windowed" mode
by zokier 2y ago
> Its definitely the same on Windows as it always was, which is the platform I most developed games for.
Not really. Most games use "borderless windowed" mode instead of fullscreen exclusive, and even FSE is not true exclusive mode anymore in most cases.
https://devblogs.microsoft.com/directx/demystifying-full-screen-optimizations/ https://devblogs.microsoft.com/directx/demystifying-full-scr...
> When using Fullscreen Optimizations, your game believes that it is running in Fullscreen Exclusive, but behind the scenes, Windows has the game running in borderless windowed mode. When a game is run in borderless windowed mode, the game does not have full control of the display– that overarching control is given back to the Desktop Window Manager (DWM).
see also https://learn.microsoft.com/en-us/windows/win32/direct3ddxgi/for-best-performance--use-dxgi-flip-model https://learn.microsoft.com/en-us/windows/win32/direct3ddxgi...
- ChocolateGod 2y agoI think Windows now also supports hardware overlays, so games running in fullscreen Windows can skip the compositor, which reduces the latency in no longer allowing games to directly write to the FB.
- ack_complete 2y agoThe DWM can do this even for windowed applications if they use flip model -- it will dynamically transition individual windows between compositing and independent flip (overlay).