
The above also applied for OpenGL aswell not just D3D, just even worse as microsoft owns DXGI and D3D so the interactions between these are clearly documented whereas OpenGL requires alot of trial and error to get to the above flip nirvana So once again older games running in windowed mode also disadvantaged people with multi GPU setups.
Compositor not full screen drivers#
SLI had "some" support for running in windowed mode, and CrossFire never had support (I could be wrong about this but bugs raised in 2015 against AMD drivers seem to confirm this) for running in windowed mode atleast when using D3D, however if the game used Mantle, then CrossFire in windowed mode was supported. This is also only in relation to buffer flips, another issue with window vs fullscreen is SLI/CrossFire.
Compositor not full screen driver#
With the introduction of D3D10 and D3D11, microsoft split out the graphics API interactions by adding another "lower level" in where it executes but still "high level" when it comes to API interactions which is DXGI, this is the bit that sits between the user mode driver and the kernel mode driver of your GPU.ĭXGI 1.1 and older did NOT support flipping in windowed mode, this wasnt re-introduced until DXGI 1.2, so once again older games in windowed mode will suffer performance hits. Older games definitely and will always suffer from running windowed because D3D9 (vanilla) didn't have the ability to perform a buffer flip (swapping pointers) when running in windowed mode and would always blit (copy pixel data from backbuffer to DWM surface which would than flip), as when you run in windowed mode DWM has explicit control (or owns) the backbuffer.ĭ3D9x added support for this by allow a flip sequential mode which allowed games to get access to DWMs actual buffer which would than flip, but this can also lead to higher VRAM requirements if you use double/triple/quadruple/whatever buffering as you essentially introduces more buffers to flip from and render into for the next frame into the chain. When I mention fullscreen I mean explicit fullscreen.


This debate seems to be all over the place atm, Ive seen multiple posts on here and the posts that tim sweeney made about UWA/UWP apps (which also have similar issues).Įverywhere below where I mention windowed mode this means windowed, borderless windowed and borderless windowed fullscreen. Tl dr : Windowed mode games will "most of the time" perform worse for older games, newer games "may" perform the same as fullscreen games all dependent upon API usage.
