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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › General Discussion v
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Why isn't exclusive fullscreen implemented in D3D12
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Why isn't exclusive fullscreen implemented in D3D12
03-18-2017, 05:11 AM
#11
Gir Offline
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Microsoft is stagnating the PC Platform , the consoles are way ahead, the PS4 can natively output HDR and 10-bit color , none of which is natively supported in Windows 10.

There is NO innovation what-so-ever in Windows 10, Windows is STILL stuck at True Color ( 32 bit)
where is Deep Color (40 bit ) ( 10 bit + alpha channel ) , it aught to be the Standard by now.
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03-18-2017, 05:24 AM (This post was last modified: 03-18-2017, 05:25 AM by Helios.)
#12
Helios Offline
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Solid contribution to the thread about an API feature.


Go take your hate boner somewhere else please. Go make your own thread about it! Lots of people don't like Windows 10.
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03-18-2017, 07:40 AM
#13
DaRkL3AD3R Offline
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(03-18-2017, 04:52 AM)JosJuice Wrote: The post you quoted says:

"In this case, it's not a limitation of the API, but a limitation of how the backend was designed."

It's a Dolphin problem, not a problem that's inherent to the APIs.

I was thrown off by the "how the backend was designed" part. I guess reading that I didn't put backend in place of Dolphin's implementation of the API, and just replaced it for API itself despite the previous part of the statement contradicting it. So Vulkan is quite capable of exclusive fullscreen, and DX12 isn't. Crisis averted, Vulkan still the savior API we need. Thanks for clearing that up.
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02-26-2022, 02:44 AM
#14
aelius Offline
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Hey all. I'm necroposting because this is a top result on google for "d3d12 fullscreen" and this thread contains misinformation. I've read the rules regarding necroposting and I believe this is warranted.

d3d12 and vulkan did not implement support for exclusive fullscreen, because there is no longer a technical benefit for it. These newer APIs can, in layman's terms, put the compositor (dwm) to sleep and write directly to the display without incurring additional latency and without being subject to dwm's vsync. Alt tabbing out of the game wakes the compositor up again, and returning to the game puts it to sleep again. The API allows us to seamlessly flip between the game's optimal low latency context and the composited desktop, without requiring a lengthy and disruptive handoff as legacy exclusive fullscreen does.

The concept of exclusive fullscreen is now deprecated- it is not implemented because it has been replaced with newer and better development.
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