I get it’s beta but like come on, no fullscreen, really? That’s not something you just leave out.
Amazing performance on RDNA 3 by the way (7900XT), 600 FPS so stable that it almost looks like the FPS counter is completely frozen
I get it’s beta but like come on, no fullscreen, really? That’s not something you just leave out.
Amazing performance on RDNA 3 by the way (7900XT), 600 FPS so stable that it almost looks like the FPS counter is completely frozen
while you cant toggle fullscreen in the settings you can however hit the classic ALT + Enter on your keyboard to force it to work
DX12 does not have fullscreen exclusive. It uses borderless fullscreen with a technology in the OS called “Independent Flip” that gets the same performance with no additional latency thats common in borderless. It is objectively better than exclusive fullscreen.
From what I read, it will only incur additional latency penalty when there are overlays to draw, for example for the short duration that the sound bar for adjusting volume is shown, or discord overlay, etc? Once there’s no overlays it goes back to “Fullscreen exclusive”-like performance
Thing is I play on DX11 on a weird resolution like 1680x1050, cannot do that anymore
This is correct overlays from the OS itself, but this should only occur when the user invokes these operations. Things like notifications should be disabled while in fullscreen mode, unless youve explicitly disabled this in the settings.
For overlays such as the steam overlay, or discord overlays, those are injected directly in game and do not require desktop composition that would normally cause this latency.
Running at native resolution and then changing render scale is a better solution – that said, I do think they should add an explicit render resolution instead of just a scalar value.
May I ask why you would play on a strange resolution instead?
Currently doing that but I did end up switching back to DX11 due to stutters. However DX12 also removed the start-up shader cache compilation that happened every time for me.
I remember also that native resolution helps with the independent flip technology, but cannot find source.
The resolution thing is just personal preference, I like stretching my resolution a bit and did it originally in MC and in CS, I found that resolution to somewhat do that and I’m now used to the dimensions, + you get better frame stability since it’s a lower resolution
Depends on the hardware. If your GPU supports a technology called MPO (multiplane overlays) then it can leverage the hardware’s display scalers and you can typically run any resolution by simply displaying on a separate plane from the normal desktop. Otherwise if you dont have hardware scaling support, the display allocation must be exactly the native resolution in order to support it.
It is generally in your best interest to run with a natively sized back buffer that matches your monitor’s resolution and simply apply scaling to the 3d rendering workload, as it allows a lot more functionality and removes the need for display mode switches when alt tabbing.
I’m sure it’s probably been said, or 2 seconds googling would find: there’s no fullscreen exclusive mode in DX12. The reason being they can get the same if not better performance borderless windowed.
Happily the DX12 patch is working well for me; it’s considerably smoother and looks clearer - not that it’s better optimised, best guess is it has better support for features that already exist, it just works properly now.
More information: https://devblogs.microsoft.com/directx/demystifying-full-screen-optimizations/
on recent windows 11 with “optimizations for windowed games” you also get no latency penalty anymore from windowed mode with DX11 games. I’ve been playing OW with dx11 on borderless mode for quite long time now.
With Borderless windowed & “weird resolution” a workaround would be to set your windows desktop resolution to that, as the borderless will just use it.
What if you want to use your desktop when you alt tab?
Technically this can be true even for many games in Windows 10 or earlier versions of 11 as well. They key detail to supporting the functionality is just that the game swapchain needs to be created as a flip-model swapchain instead of blit. The optimization that Win11 does with this option is just always implicitly upconverts to flip model for games that dont.
Fun fact: OW2 on DX11 uses flip model when HDR is enabled
Presuming you mean interacting with the literal desktop, you can always just use something like win+d to show desktop (or the button on the right side of the taskbar). There may be other similar shortcuts than that, not sure.
Lossless Scaling also works for this exact use case. Just scale the windowed game to fullscreen with it.
If you run this game with HDR on it seems to be a cleaner image as well as a bit less jittery. I have a RTX 3050 so its not a old card at all just felt like the game wasnt utilizing it barely at all before. I think since the 5 series just came out its probably going to help those cards the most
Might be something to do with what NightAwk just said, DX11 uses flip model when HDR is enabled.
I’m going to assume that it does NOT use flip model in DX11 by default, and uses blit instead?
I’m unsure if it’s changed for any reason, but last time I checked, non-HDR mode used blit mode. Running in borderless windowed mode with a blit-model swapchain means it gets composed to the screen like any other windowed app by the desktop compositor (which is the source of the extra input latency)
I wouldnt have expected the image quality to change, but it could definitely affect things like input latency and frame pacing.
Just to double check, my setup I currently have full screen optimisations disabled globally so that I only have fullscreen exclusive mode for games. I’m hoping that uses flip presentation mode on DX11 when using “fullscreen” mode?
I might have to start changing things…
If you run FSE it doesnt matter blit or flip. In FSE the game takes ownership of the display and always presents directly to it, so the desktop compositor isnt in the picture. Flip is theoretically slightly faster, but its often completely negligible.
The fullscreen optimizations option, theoretically speaking, is supposed to take games normally running in FSE mode, and silently convert them to flip model + borderless windowed behind your back.
Holy cannelloni that’s interesting, I didn’t know about that. I wondered why some games don’t bother giving the option anymore.