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Posted 15 October 2012 - 05:19 PM
Posted 15 October 2012 - 07:06 PM
Posted 15 October 2012 - 07:41 PM
I don't think that WPF is supporting fullscreen mode with full control of the output monitor handled by DXGI swap chain as it can be done with WinForm. The only thing that you could do is probably to fake WPF form to look like a fullscreen app, like this. Also, when operating with WPF, you usually don't use a swap chain, as the process of copying/surface sharing with d3d9 is not using it.
Posted 15 October 2012 - 09:26 PM
I'm not aware about a quality improvement when a backbuffer goes to fullscreen (apart from some color correction that could be applied in fullscreen differently by the gfx card?, not sure). The main difference is that for a plain window there is a copy (a blit) from the back buffer to the front buffer while in fullscreen mode, it is just a flip (see msdn doc about DXGI), plus the fact that the surface will go through Windows Manager composition, so It is usually slower and you can have less guarantee on the FPS/vsync in Window mode.
Since this topic is up I have another question, the fullscreen method I use at present is very similiar to the one in your link, same results different methods, it acts much like Windows Mode [Fixed] in games and is really decent but I often wonder the real difference between playing games in Fullscreen mode / Windows Mode [Fixed] or Windows Mode in general, now this may just be me but I find Fullscreen to look better though I have never actually known why. In terms of quality do games 'look' better when in fullscreen?
Posted 16 October 2012 - 04:14 AM