Hello,
I've got a "simple" problem with my 2D renderer. The game has an internal fixed resolution of 640x480. Now when played in fullscreen, I want the game to look blocky, so in windowed fullscreen (just a windowed application streched to fit the monitor), I have the window/backbuffer in monitor size and just stretch the rendered game image over the screen with point filtering. However in real fullscreen with a 640x480 backbuffer on a say 1920x1080 monitor, the automatic stretching performed by the GPU appears very blurry, like a linear filter at least. Is there any way to configure that, so that it uses a point filter for upscaling the frontbuffer before displaying, so that I can keep the blocky look of the game? I want to support "real" fullscreen for performance reasons, and also want to support a "native" 640x480 solution in fullscreen if possible, also due to performance and due to screenshots otherwise being extremely huge... I've already looked at the DXGI/Device initialization parameters but couldn't find any... does anyone know a possibility to change this behaviour or am I stuck with having to always use screen-sized backbuffer with manual rendering the games final scene view?