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https://youtu.be/E3wTajGZOsA?t=245
Generally speaking though, windowed modes typically have at least a frame additional input latency compared to fullscreen mode, although I believe even this can be negated in DirectX 11 by allowing screen tearing in windowed mode.
Hopefully Kaldaien will be able to provide a better answer :)
That's why memory reduction is reduced, and it also reduces latency. It's great stuff that benefits both ways and has no real drawbacks aside from possible wonky driver support and from the benefits evaporating if the window isn't covering the entire screen or if the output image requires any form of scaling.
Edit: With regards to
Does that mean if you say, have dual monitors (and play the game on only one monitor) that the benefits go away? And for another example, let's say your monitor's native res is 2560x1440 and you play at 1024x768, and use GPU scaling override instead of display, that it would go away in this instance as well?
D3D9Ex got rid of the D3D9 "managed" memory pool. This used to be the default way that engines stored textures in graphics memory, it involved the graphics driver keeping a copy of any textures in BOTH system memory and in VRAM. The driver would take care of putting textures back into VRAM after an event like going to sleep and resuming (since VRAM is completely empty once the GPU is powered down).
In D3D9Ex, the graphics engine is responsible entirely for this. There's no automatic copy in system memory and if the engine doesn't reload all of its textures after a computer wakes from sleep, the game crashes. That's also why memory is reduced :)
It's really just the case where the image doesn't match the desktop resolution that's the problem. That re-introduces the memory copy that was eliminated because scaling needs to be done.