![]() ![]() However, this is not true on all of them, and if you're testing a game for which you don't control the source it's very likely that the windows key was disabled manually by the game. I can see why people suggest this as a test–on some of my test machines, fullscreen exclusive windows do obscure the windows menu. (I'm actually rather curious how they accomplished this, if you know how to do this I'd be interested in hearing from you.) Windows KeyĪnother common suggestion is to check whether the Windows key works. We can use this to rule out exclusivity (the volume meter won't show up if we're exclusive since we're bypassing the compositor), but we can't use it to prove exclusivity–I've seen games that are clearly not exclusive manage to hide the volume meter anyway. People often check for exclusivity by changing the computer volume via a hot key and observing whether or not the volume overlay shows up on top of the game. If you search around online for ways to test for exclusivity, you'll find more hearsay: I'd love to be wrong about this, but as far as I can tell, Microsoft/NVIDIA/etc do not provide a way to directly check if a window is fullscreen exclusive. If we're serious about doing things right, we need to find a way to test for fullscreen exclusivity. There's a big issue with all of these claims: they're not documented, and there's no obvious way to test if they actually work! ![]() Others claim you need to call ChangeDisplaySettings with CDS_FULLSCREEN. Some say that you need to apply the WS_POPUP window style, others say you need WS_POPUP | WS_CLIPCHILDREN | WS_CLIPSIBLINGS. The internet is full of hearsay about what you need to do to get fullscreen exclusive mode in OpenGL. Presumably DirectX has an API for this, but I'm targeting OpenGL. :) Methods of Enabling Fullscreen Exclusive Mode in OpenGL Well, you've presumably already seen the title of this post and have a guess at what the answer to that question is. I figured, if fullscreen exclusive support is gonna dictate which resolutions I can support, maybe I should knock that out first. Traditionally this made sense–if you're going to mess with the display settings to get the resolution you want, then you can only support resolutions the display supports! However, if you're in borderless window mode which is becoming more and more common, you can set the resolution to anything you want since you're just resizing a framebuffer. In doing so, I realized that it's kind of weird that most games only let you choose from a fixed set of resolutions. I didn't properly lock the aspect ratio in either of these which could lead to UI and/or game elements being off screen on some setups, so my first goal was to fix that. I previously supported the following window modes (or, at least, I thought I did!): Resolutions & ScalingĪ few days ago, I decided that it was time to finish setting up the video options for Way of Rhea. Whether or not changing your display settings is necessary for exclusivity, it's certainly not sufficient: again, our goal is to bypass the compositor. It's also worth noting, most games that have a fullscreen exclusive option will mess with your display's resolution when it's enabled. I ran a number of these tests with FSO disabled and saw no discernible difference.
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