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.
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.
