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Although I agree that they could've handled this better, it's annoying when my cursor goes off screen, this is something fixable. But, again, DX12 don't have Fullscreen Mode, don't matter what the game tell you, it'll just cheat for you to think it is**. There's no performance difference for games running under DX12.
*: at least that is what MS claims, they dropped support for Fullscreen Mode and that's it, it doesn't exists anymore for DX12 and on.
**: Some games run on something called D3D11On12, which is a compatibility layer, they're running under two different APIs, those can run on Exclusive Fullscreen Mode because they're DX11 games running under DX12 with some hacks, one example is Cyberpunk 2077.
More about this here. [devblogs.microsoft.com]
Anyways I'm here because I want to do RSR for about 85% of 1080p so it looks amazing and gives performance. FSR 2.0 freaking hate the ghosting, FSR 1.0 in "Ultra Quality" is around 77% of the screen and I want 85% so the image is waaaay better.
Plus FSR 2.0 is heavier to do and why would I want to do an extra FSR 1.0 algorithm when I have in driver RSR for no extra cost.
It's not actual fullscreen, it's something called Flip Mode which is just a fullscreen optimisation for windowed applications. It has two varients, iFlip independent (supports vsync) and iFlip immediate (no vsync support but better latency).
Developers used to have to manually maintain control of the display adapter (the GPUs representation in software) with exclusive fullscreen, if they didn't and the adapter was lost (which happened a lot in exclusive fullscreen) they'd have to restart it or the game would just lock players out and they'd have to restart their PC. If you've ever had a game go completely black and then crash, that's what it was.
That wouldn't change. Flip model is significantly improved over exclusive fullscreen - if you're stuttering currently, hacking in a fake exclusive fullscreen mode isn't going to do anything for you.
And adding a DX11 mode will make the game run even worse. Remember that DX11 is still largely single threaded for drawcalls and most of everything else it does. They'd have to completely rebuild and reoptimize the game in order to not get CPU bound on multicore CPUs. DX11-based games that have good multithreading have had an absurd amount of work done just on that aspect alone, hence why there aren't very many.