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Can't say I entirely agree with you mate. I tested it out myself just out of pure curiosity and there are massive benefits to be gained from it. Particularly in rendering and resolutions for people who want to scale the game down some for a performance increase with out pixelating the graphic quality. So it is a viable option for people who don't want to work their video cards quite so hard. You all are certainly more then welcome to argue it until you all are blue in the face as far as I am concerned, but from my tests I did see a performance increase. So I just thought that was worth mentioning. Take care and stay safe everybody.
I just wish we could go back to DX11. DX12 sucks...or at least, developers suck using DX12.
I do think DX11 should be optional in games. Can't say I've been very impressed by to many DX12 only games. More often then not they are resource hogs mate. lol
This is why the distinction has to be made. Dx12 does not have fse, dx12 does not need fse… all these features you want don’t actually require fse
FSE mode isn't native to D3D its a separate library, while many developers nowadays leave FSE mode out of the picture (pun intended) on DX12 games but it can still be included and many games can see a performance gain still with DX12 FSE mode (Take Control or Cyberpunk 2077 for instances) I appreciate it may be an old standard but its use is still very valid and one that should have been included in Hogwarts Legacy to give players a choice. I almost always see better performance on my laptop with FSE. To say DX12 doesn't support FSE is a false statement, it very much does but some developers see it as pointless despite the figures showing FSE can still benefit some players.
Dx12 does not support fse, it uses flip model…
Just because there are settings in dx12 games labeled exclusive fullscreen does NOT make it fse…
So no, it does not benefit players when it comes to performance in dx12 games… how about you actually work with an api before saying what it can and cannot do, what it does and does not support
The entire reason for fse existence was because of how OLDER api’s handled resources
I'll paste some key points:
This is how borderless fullscreen games works: since the window covers the entire screen, Windows automatically aplies this optimization, making it equivalent in performance and latency to exclusive fullscreen, with the benefits of being a borderless window.
Modern borderless windowed is not the same at all as the old borderless windowed (not so old since most DX11 games still use this one). Don't base your assumptions on how games used to perform bettern in exclusive fullscreen, because this doesn't apply anymore.
There is an edit button you don't have to post three times in a row.
For Hogwarts there's some guy who posted this tutorial, never tried it.
https://www.reddit.com/r/HarryPotterGame/comments/10zbgou/forcing_the_game_into_dx11_fixed_many_fps_issues/
For Ready or Not it asks you when you start the game
Well isn't that the whole point of true fullscreen mate? lol And the difference is this. Render resolution doesn't do anything, but render the textures in a more pixelated form. While the resolution for them are lowered you are still working your video card just as hard because you are still rendering the actual game as full monitor resolution. There are no advantages to that. In true full screen when you lower your resolution it works your video card less and you can still render textures crisp and clean. I've tested this on a few games including this one and I've had better results at true full screen being honest. That's me. I'm not trying to convince you one way or the other mate. I'm only sharing my experiences and what I have personally seen.
That's funny. I just uploaded a video myself this morning mate. lol I didn't think anybody did one because I didn't find any last time I looked. So I'll link his in the description of mine because we went about it differently. Not that he needs any help from my small tiny little channel. lol He doesn't do a bad edit job. I'll definitely give him that. He's pretty good in fact actually. Anyway thanks mate.
https://youtu.be/ZxHZZx4zDv4
Seriously, render resolution does not “just” lower your texture size… either work with an api and make a game, or don’t talk about it when you don’t know anything about it… because unlike you i have actually made graphics engines using these api’s.
When lowering your render resolution you change the amount of pixels makes up your image, this does NOT influence texture size, but literally every kind of visual calculation being done
Seriously, learn a thing or two. And yes, i have made “a game” before, quite a few actually… like i said, i have made my own graphics engines. In fact, currently i am working with nvidia physx.
Upscaling happens AFTER the rendering pipeline… you render the image, THEN that image gets stretched to your monitor… that is pretty much all that up and downscaling does.
So, tell me, how does something that happens AFTER the rendering process, affect the rendering process?
You don’t know the first thing about graphics engines