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Αναφορά προβλήματος μετάφρασης
There is it again, SpEcIaL k LMAO
People won't your poop K software, end of story.
https://devblogs.microsoft.com/directx/demystifying-full-screen-optimizations/
Also since Windows 10 RS2 years ago all the games you run even if you tell them to use exclusive fullscreen are not. Not unless you edit the properties of the EXE and check "disable fullscreen optimizations" on the executable.
by the way, you can pretty much replicate this with special k too as it also provides a setting to enable 'always-on-top' for borderless games, plus provides a display menu to change the resolution of the game for downsampling/dsr/dldsr
but besides using special k, you could ask the game developers to simply add the ability to change resolution in the game settings. this is possible in borderless. you don't need to ask them for fullscreen exclusive (which isn't even available in d3d12 games). if you want the option to select and change resolution, then ask the game devs for that. this is possible in borderless. you can do it in the game horizon zero dawn for example
here's 8k (7680x4320) resolution selected in hzd's in-game settings while in borderless mode-
https://cdn.discordapp.com/attachments/828342888341045328/1033513504604434443/1.png
and yes doing that dropped fps quite a bit.... 8k is heavy stuff
Lol, it's more like 99% of all people arguing about FSE doesn't even know what it actually means. And for the few that does, and actually cares about it, the misuse of the name ends up drowning them out and provides a solution that doesn't solve what they are after.
Chuck Walbourn at Microsoft (one of the members of the DirectX team) goes through the new fake mode over on his blog:
From The Care and Feeding of Modern Swap Chains (part 3)[walbourn.github.io]
Mhm, this is typically what most people asking for FSE wants, however it's worth noting that the render resolution at least can technically be implemented differently, as decoupled from the display resolution (this is how Unity does it, for example), which is the modern proper way of supporting alternate resolutions since it means the actual UI and HUD elements always render at native resolution (so no blur etc from using a lower resolution). Refresh rate cannot be changed the same of course, sadly, though that's what VRR eventually fulfills, I guess.
Anyway, in that case all they need to do is add another alternate mode that just, if I remember it right, calls "SetFullscreenState" and that should do the trick.
This is a significant issue that we now can see on multiple forums People are getting mad about lack of FSE without really understanding what they are mad about. Usually pc gamers seem to have above average (average understanding isn't very high) understanding of the technologies they use, but with this topic they just refuse to learn.
I don't know how you could get majority of people to understand what these presentation models are about at least on a surface level se we wouldn't need argument threads like these every time a game launches without FSE.
Why is this particular subject matter so esoteric?
Eh, latency is measurable via RTSS, mouse polling software, your display, and other apps.
Even then, if you're a musician and you've ever used a DAW to with live instruments and monitoring, you KNOW when the RT latency is too high. The same concept applies visually, when playing a game -- pressing a button on a controller and the time it takes to react on screen, it's no different than playing an instrument and hearing the sound it makes thru your monitors. And it's something you become EXTREMELY sensitive to over time.
That's being said UCLOT, in my exerpience, has zero latency issues. But that's just for my setup.
Yes, Elden Ring is an example of a useless implementation of Fullscreen.
- Its Fullscreen mode is 99% identical to its Borderless Window mode.
- Its Borderless Window mode already supports above-native and below-native resolutions.
- Its Fullscreen mode enforces a 60 Hz refresh rate, and even forces a display mode switch despite 60 Hz already being used by the desktop.
Like, the only thing its Fullscreen mode does different from the Borderless Window mode is that it enforces a 60 Hz refresh rate which you cannot even tweak. Beyond that it is identical from what I can tell. And since DX12 lacks proper exclusive fullscreen mode, there's no other difference in performance or otherwise from the borderless window mode.
So users assuming Fullscreen is the best is actively penalized by useless display mode switches and an enforced 60 Hz refresh rate that the Borderless Window mode does not have, while otherwise being identical.
Even the HDR of that game is technically possible in Borderless Window mode as well if I remember it right -- it just isn't available in that mode because the responsible developer was clueless to how DXGI HDR works.
But hey, the placebo is real, and people using the game's Fullscreen mode will feel that they're somehow magically getting a better experience than Borderless Window mode despite the unnecessary display mode switches and forced 60 Hz refresh rate.
i also find it interesting how the troll use multiple account, lol. i mean the way they write and force their point is the same, your private account can't hide that.
is it so he can continue trolling after he get banned?
For real? what misinformation?
I'm telling MY experience and You're trying to tell ME how I experience the fullscreen or borderless fullscreen topic. That is what you are doing. You don't add any related information.