Tried the various backends, the problem only happens with Direct3D 11, not the others. OpenGL and Direct3D 12 are fine, even when using exclusive fullscreen.
In the past, I had to switch to Direct3D mode to get around the infamous triangle tearing problem. I just tested it out right now, and using the OpenGL mode still results in Triangle Tearing. For those who don't know what this is, this is where every other frame is rendered to the top or bottom triangle of a single quad, resulting in an obvious diagonal seam in the middle of the screen.
In the past, I had to switch to Direct3D mode to get around the infamous triangle tearing problem. I just tested it out right now, and using the OpenGL mode still results in Triangle Tearing. For those who don't know what this is, this is where every other frame is rendered to the top or bottom triangle of a single quad, resulting in an obvious diagonal seam in the middle of the screen.
