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Why isn't exclusive fullscreen implemented in D3D12
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Why isn't exclusive fullscreen implemented in D3D12
03-17-2017, 11:35 AM
#3
Gir Offline
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Posts: 310
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Joined: Mar 2012
It as nothing to do with backends or API, but DWM ( triple buffered Windows compositor) v-syncing everything on windows.

What would happen if this hard-coded vsync in DWM was turned off, they must be a way to do it.
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Messages In This Thread
Why isn't exclusive fullscreen implemented in D3D12 - drhycodan - 10-15-2016, 01:44 AM
RE: Why isn't exclusive fullscreen implemented in D3D12 - JMC47 - 10-15-2016, 02:32 AM
RE: Why isn't exclusive fullscreen implemented in D3D12 - Gir - 03-17-2017, 11:35 AM
RE: Why isn't exclusive fullscreen implemented in D3D12 - Aleron Ives - 03-17-2017, 01:59 PM
RE: Why isn't exclusive fullscreen implemented in D3D12 - Gir - 03-17-2017, 02:06 PM
RE: Why isn't exclusive fullscreen implemented in D3D12 - Aleron Ives - 03-17-2017, 03:15 PM
RE: Why isn't exclusive fullscreen implemented in D3D12 - JMC47 - 03-18-2017, 03:09 AM
RE: Why isn't exclusive fullscreen implemented in D3D12 - DaRkL3AD3R - 03-18-2017, 03:10 AM
RE: Why isn't exclusive fullscreen implemented in D3D12 - JosJuice - 03-18-2017, 04:52 AM
RE: Why isn't exclusive fullscreen implemented in D3D12 - Helios - 03-18-2017, 04:55 AM
RE: Why isn't exclusive fullscreen implemented in D3D12 - Gir - 03-18-2017, 05:11 AM
RE: Why isn't exclusive fullscreen implemented in D3D12 - Helios - 03-18-2017, 05:24 AM
RE: Why isn't exclusive fullscreen implemented in D3D12 - DaRkL3AD3R - 03-18-2017, 07:40 AM
RE: Why isn't exclusive fullscreen implemented in D3D12 - aelius - 02-26-2022, 02:44 AM

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