the scaling option specified in that option could be any of the above. The user selects a resolution from that list and the game choose ONE of the matching DXGI_MODE_DESCs for that resolution to send to the set display mode call - who knows which (maybe the one with scaling "unspecified". maybe only resolution gets displayed in a drop down. The game then puts bits and pieces of that list into the game settings menu. this could wind up listing a particular resolution (say 1366x768) multiple times - with different refresh rates, color buffer formats, scaling options. which returns an array of these DXGI_MODE_DESC data structures. Many DX10/11 games build their mode list by asking the graphics driver what modes the game supports (IDXGIOutput::GetDisplayModeList). (options are "unspecified", "centered", "stretched" - no enum values to distinguish between stretched full screen vs stretched maintain aspect ratio.). This includes a DXGI_MODE_SCALING enum value. Note that when DX10+ games perform mode set during full screen mode, the game itself actually explicitly specifies the scaling option as part of the mode set that it does. I just wanted to introduce the ability of choosing all the scaling modes available in DXGI, minding that 'centered' and 'scaled' might drives the display driver wrong, and, 'unspecified' might means a default scaling mode set on the control panel.īut, I found interesting info on scaling mode hell on an Intel forum: Note that when DX10+ games perform mode set during full screen mode, the game itself actually explicitly specifies the scaling o If you know what's going on, it would be interesting to me. That makes no sense, scaling shouldn't have much to do with input.
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