First post, by Ichisich
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- Newbie
Dege wrote on 2026-04-03, 16:30:I looked into the code responsible for handling fake and real fullscreen screen modes in dgVoodoo, and I did some fixes (but not […]
I looked into the code responsible for handling fake and real fullscreen screen modes in dgVoodoo, and I did some fixes (but not many testings, I did it in a kind of rush):
- Now fake fullscreen fully resembles the behaviour of real fullscreen.
Except that fake fullscreen cannot handle "Centered", "Stretched" scaling modes, those are mapped to "Unspecified". But unspecified now does resolution changing when needed, as with real fullscreen.
So, the difference between real/fake is
- fake rendering window does not get kicked out of fullscreen state when it is obscured by other windows
- fake fullscreen can get into "not responding" state if a game is not responding because of a long loading stage and isn't pumping the message queue- It might fix the annoying window-resize problem, when the fullscreen window becomes small in the corner of the screen
Would it be possible to implement a [Ignore refreshrate] setting in the fullscreen mode attributes section?
Now, with the changes in 2.87.1, many old games default the display to low arbitrary refreshrates.