Hogwarts Legacy

Hogwarts Legacy

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abbathor Feb 7, 2023 @ 10:42am
fullscreen mode
anyone know how to set to fullscreen i have only option windowed and fullscreen windowed
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Showing 91-105 of 130 comments
KOOLLAYDTAC Feb 17, 2023 @ 4:51pm 
Originally posted by Gingerbreadman:
Your experience with other titles is irrelevant… this is a dx12 title, in this game you would not have better performance with fullscreen, PERIOD

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.:steamthumbsup::steamhappy:
NewYears1978 Feb 17, 2023 @ 4:54pm 
Originally posted by KOOLLAYDTAC:
Originally posted by Gingerbreadman:
Your experience with other titles is irrelevant… this is a dx12 title, in this game you would not have better performance with fullscreen, PERIOD

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.:steamthumbsup::steamhappy:

I just wish we could go back to DX11. DX12 sucks...or at least, developers suck using DX12.
KOOLLAYDTAC Feb 17, 2023 @ 4:58pm 
Originally posted by NewYears1978:
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:steamhappy:
gingerbreadman Feb 17, 2023 @ 6:02pm 
Originally posted by KOOLLAYDTAC:
Originally posted by Gingerbreadman:
Your experience with other titles is irrelevant… this is a dx12 title, in this game you would not have better performance with fullscreen, PERIOD

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.:steamthumbsup::steamhappy:
This is unbelievable… in this scenario you would be getting better performance because you lowered your resolution, not because of fullscreen… regardless, fullscreen is not required for this…

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
Last edited by gingerbreadman; Feb 17, 2023 @ 6:04pm
Betablockr Feb 18, 2023 @ 3:52am 
Originally posted by tizuby:
Fullscreen exclusive is deprecated tech. Windows 10 only has it for legacy support (their Fullscreen Optimizations run FSE as "borderless windowed":* and you have to jump through some hoops to disable that).

AFAIK Vulkan and DX12 don't support FSE either, again because deprecated tech. The reason FSE existed in the first place was due to limitations in windows that no longer exist.

* It's not actually borderless windowed, it's a FS non-exclusive mode that's different than the old borderless windowed method games used which was to just set a flag that hid the title bar. This mode is, from a performance standpoint, the same on windows 10+ excepting cases in older versions of DX where the developer added specific optimizations for the specific OS version and display adapter which isn't necessary in proper DX12 implementations.

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.
gingerbreadman Feb 18, 2023 @ 5:19am 
Originally posted by Betablockr:
Originally posted by tizuby:
Fullscreen exclusive is deprecated tech. Windows 10 only has it for legacy support (their Fullscreen Optimizations run FSE as "borderless windowed":* and you have to jump through some hoops to disable that).

AFAIK Vulkan and DX12 don't support FSE either, again because deprecated tech. The reason FSE existed in the first place was due to limitations in windows that no longer exist.

* It's not actually borderless windowed, it's a FS non-exclusive mode that's different than the old borderless windowed method games used which was to just set a flag that hid the title bar. This mode is, from a performance standpoint, the same on windows 10+ excepting cases in older versions of DX where the developer added specific optimizations for the specific OS version and display adapter which isn't necessary in proper DX12 implementations.

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.
Omg wrong…

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
Last edited by gingerbreadman; Feb 18, 2023 @ 5:25am
Aris Feb 18, 2023 @ 8:51am 
https://learn.microsoft.com/en-us/windows/win32/direct3ddxgi/for-best-performance--use-dxgi-flip-model

I'll paste some key points:

Flip model presents go as far as making windowed mode effectively equivalent or better when compared to the classic "fullscreen exclusive" mode. In fact, you may want to reconsider whether your application actually needs a fullscreen exclusive mode, since the benefits of a flip model borderless window include faster Alt-Tab switching and better integration with modern display features.

These are optimizations that are enabled for applications using flip model swapchains. Depending on window and buffer configuration, it is possible to bypass desktop composition entirely and directly send application frames to the screen, in the same way that exclusive fullscreen does.

DirectFlip: Your swapchain buffers match the screen dimensions, and your window client region covers the screen. Instead of using the DWM swapchain to display on the screen, the application swapchain is used.
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.

Your application frames are sent directly to the screen, independently, with the same efficiency as fullscreen exclusive. This is "Independent Flip," and can engage in all of the above scenarios. If other desktop contents come on top, the DWM can either seamlessly transition back to composed mode, efficiently "reverse compose" the contents on top of the application before flipping it, or leverage MPO to maintain the independent flip mode.

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.
Last edited by Aris; Feb 18, 2023 @ 8:58am
NewYears1978 Feb 18, 2023 @ 12:36pm 
Originally posted by Game0n360:
Tired of all the DX12 flip mode DX12 does not do fullscreen talk. we need solutions. please enough with the tired talk.

There is an edit button you don't have to post three times in a row.
Omelet Supreme Feb 18, 2023 @ 1:24pm 
I want full-screen mode too
Mash💀 Feb 18, 2023 @ 5:11pm 
Originally posted by C-Bass:
Originally posted by | PISTØN |:
So what about games like Ready or Not? I've consistently had trouble running it fullscreen in DX12, but I've never tried setting it to borderless to see if the stuttering goes away. I ended up going back to DX11 and the game runs 30% faster with no loss of quality that I noticed

EDIT: My card is a 1080 8gb

Hey, I've been trying to figure out how to force DX11, could you explain exactly how you can run the game in DX11 mode? Many thanks!

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
KOOLLAYDTAC Feb 19, 2023 @ 5:10am 
Originally posted by Gingerbreadman:
This is unbelievable… in this scenario you would be getting better performance because you lowered your resolution, not because of fullscreen… regardless, fullscreen is not required for this…

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

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.:steamthumbsup::steamhappy:



Originally posted by Memo:
https://youtu.be/Kx9Qptjvaxw
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.:steamthumbsup::steamhappy:

https://youtu.be/ZxHZZx4zDv4
gingerbreadman Feb 19, 2023 @ 5:35am 
Originally posted by KOOLLAYDTAC:
Originally posted by Gingerbreadman:
This is unbelievable… in this scenario you would be getting better performance because you lowered your resolution, not because of fullscreen… regardless, fullscreen is not required for this…

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

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.:steamthumbsup::steamhappy:



Originally posted by Memo:
https://youtu.be/Kx9Qptjvaxw
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.:steamthumbsup::steamhappy:

https://youtu.be/ZxHZZx4zDv4
Your experience is either a lie or you don’t understand the point being made…

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
Last edited by gingerbreadman; Feb 19, 2023 @ 5:40am
Masterlink Feb 22, 2023 @ 3:51pm 
Originally posted by Gingerbreadman:
Originally posted by KOOLLAYDTAC:

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.:steamthumbsup::steamhappy:




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.:steamthumbsup::steamhappy:

https://youtu.be/ZxHZZx4zDv4
Your experience is either a lie or you don’t understand the point being made…

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
Like you ever made a game. You're intentionally ignoring the fact that you ALWAYS end up up/downscaling to display the native resolution. It only changes the textures, and it does needlessly strain your hardware. You have no idea what you're talking about.
gingerbreadman Feb 22, 2023 @ 3:57pm 
Originally posted by Masterlink:
Originally posted by Gingerbreadman:
Your experience is either a lie or you don’t understand the point being made…

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
Like you ever made a game. You're intentionally ignoring the fact that you ALWAYS end up up/downscaling to display the native resolution. It only changes the textures, and it does needlessly strain your hardware. You have no idea what you're talking about.
This is not how these things work…

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
Last edited by gingerbreadman; Feb 22, 2023 @ 4:01pm
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Date Posted: Feb 7, 2023 @ 10:42am
Posts: 130