This is sort of a bug report.
D3D9 and 11 use the same font, and OpenGL uses an ugly one. That's not the bug, though.
On D3D9 and OpenGL, the text is drawn all the way across the screen, including the blackzones on the top or sides.
On D3D11, the text is scaled like it would be drawn across the whole screen, but it's only drawn in the playable area, resulting in massive distortion of the FPS counter if the window is very narrow or wide. Is this intended?
D3D9 and 11 use the same font, and OpenGL uses an ugly one. That's not the bug, though.
On D3D9 and OpenGL, the text is drawn all the way across the screen, including the blackzones on the top or sides.
On D3D11, the text is scaled like it would be drawn across the whole screen, but it's only drawn in the playable area, resulting in massive distortion of the FPS counter if the window is very narrow or wide. Is this intended?