Borderless Windowed mode

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Borderless Windowed mode

Postby XJDHDR » 2018-6-24 @ 06:27

Are there any plans to add an option to render games inside a borderless window?

I have tried to have dgVoodoo run the game in windowed mode then use a borderless window script I wrote to remove the border but it doesn't seem to work for long. The script makes the game borderless for maybe 2 seconds or so but then it reverts into a non-borderless window.
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Re: Borderless Windowed mode

Postby ZellSF » 2018-6-24 @ 12:57

"Disable Alt-Enter to toggle screen state" needs to be either off or on (forgot which) for dgVoodoo2 to not do that...

I want a borderless fullscreen mode too, I currently use a similar workaround to play Emperor: Battle for Dune (which would have audio stutter when switching to cutscenes because of mode switch) and Outlaws (which just has too long transition time to cutscenes because of mode switch). Though I'm guessing you don't want it for smoother mode switches.
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Re: Borderless Windowed mode

Postby Dege » 2018-6-25 @ 08:05

Yes, I'd like to add 'Fake fullscreen' as an option. Though the drawback of fake fullscreen is the fact that feature of scaling the output on driver side is lost. Scaling would be done by the wrapper in all cases, meaning possible mouse issues, etc.
On the other hand, as a first step, it'd come handy for games (currently not working through dgVoodoo) that places child windows on top of the rendering window.
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Re: Borderless Windowed mode

Postby XJDHDR » 2018-7-30 @ 09:32

ZellSF wrote:"Disable Alt-Enter to toggle screen state" needs to be either off or on (forgot which) for dgVoodoo2 to not do that...

If I have that option switched off, dgVoodoo keeps the window border despite my script's best efforts. Turning it on seems to be what I want but in my copy of Need for Speed: Porsche 2000 at least, when the game is not in a race, the game is either in fullscreen mode or a window that has been stretched to fit my screen's dimensions. When I start a race, the game then switches to using a window that is sized to fit the resolution I set in the game's options menu. The window also seems to be borderless despite my script not touching it. I'll have to do some more tests to see what is going on here.

ZellSF wrote:I want a borderless fullscreen mode too, I currently use a similar workaround to play Emperor: Battle for Dune (which would have audio stutter when switching to cutscenes because of mode switch) and Outlaws (which just has too long transition time to cutscenes because of mode switch). Though I'm guessing you don't want it for smoother mode switches.

That would be an advantage but the two main reasons I prefer borderless window mode in games is to make it easier to Alt-Tab to another window (especially for games that don't like losing focus) and also because I've noticed a few older games that mangle my desktop in some way if they run in fullscreen (for example, Need for Speed: Porsche 2000 resizes all of my open windows to fit in a 640x480 resolution if run in fullscreen).

Dege wrote:Yes, I'd like to add 'Fake fullscreen' as an option. Though the drawback of fake fullscreen is the fact that feature of scaling the output on driver side is lost. Scaling would be done by the wrapper in all cases, meaning possible mouse issues, etc.
On the other hand, as a first step, it'd come handy for games (currently not working through dgVoodoo) that places child windows on top of the rendering window.

Does this loss of driver based scaling also happen if the game runs in a regular window as you can currently do in dgVoodoo?
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Re: Borderless Windowed mode

Postby Dege » 2018-8-02 @ 09:14

XJDHDR wrote:Does this loss of driver based scaling also happen if the game runs in a regular window as you can currently do in dgVoodoo?

Yes. Driver based scaling can take place only in (true) fullscreen mode. Its advantage is that game window doesn't include the side black bars physically which is workarounded by dgVoodoo otherwise (mouse).
Fake fullscreen is windowed mode where the window is stretched all over the screen, so the same mouse glitches appear as when using a scaling mode with scaling done on the wrapper side.
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Re: Borderless Windowed mode

Postby XJDHDR » 2018-8-13 @ 19:31

Dege wrote:
XJDHDR wrote:Does this loss of driver based scaling also happen if the game runs in a regular window as you can currently do in dgVoodoo?

Yes. Driver based scaling can take place only in (true) fullscreen mode. Its advantage is that game window doesn't include the side black bars physically which is workarounded by dgVoodoo otherwise (mouse).
Fake fullscreen is windowed mode where the window is stretched all over the screen, so the same mouse glitches appear as when using a scaling mode with scaling done on the wrapper side.

I have a small correction to make here. I am not requesting "fake fullscreen" in dgVoodoo but rather I am asking for Borderless Window support. This would be exactly the same as Windowed mode except with the window decorations removed. I'm not interested in a Borderless Windowed mode that also stretches the window to fill the entire screen; I would much rather use the game's built-in resolution settings to achieve that as opposed to using dgVoodoo's scaling options.
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