jorimt wrote:Yup, I'm aware about Window Store games DX12 borderless window implementation.
I'd also test for the G-SYNC input latency difference between borderless and exclusive fullscreen in said games, but of course, they only have windowed and borderless options, so I'd have no control group to compare.
This new mode in DX12 disables DWM. So even though it's borderless, it behaves like exclusive when it comes to latency, but like windowed when you try and alt+tab. In fact, that makes it better than exclusive mode.
It's not limited to Windows Store games, btw. The Steam version of Rise of the Tomb Raider for example uses this mode when you select "exclusive" in the game and have DX12 enabled. If you have a keyboard with volume buttons, then raising or lowering the volume will make the Windows volume bar appear. Since DWM compositing is needed for that, DWM is temporarily activated and the volume bar appears. Once it fades out again, DWM is deactivated again. In true exclusive mode, the volume bar never appears.
This mode is also used for OpenGL and Vulkan games. At least on NVidia. When you select "borderless" in a modern GL or Vulkan game, the NVidia driver switches to this new mode.
In the games I've tried, the difference between DX12 and GL/Vulkan is:
DX12: "Exclusive" gets you borderless i-flip mode, "borderless" gets you old-style borderless. There's no true exclusive mode.
GL/Vulkan: "Exclusive" gets you true exlusive, "borderless" gets you borderless i-flip mode. There's no old-style borderless.
It's a bit confusing, but maybe it's just an nvidia thing.
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