Hi! I have a general problem with Renderer and Display resolution in my old patches made with beta. I need to solve it for a performance and can’t re-patch them in gamma.
I have a setup of three displays with different resolutions (2160p, 1440p, 1080p) and different scalings in Windows settings. The displays are all connected to the GPU ports.
I would like to display two renderers of my patch as fullscreen on the WQHD and the HD display. The 4K display is used for patching.
For some reason, if the scaling of the both displays is set to 150% in Windows Settings, the reported Renderers’ BackBuffer Size exactly matches the native display resolution.
However, when changing scaling to 100%, the BackBuffer gets a much higher resolution (1440p becomes 2160p and 1080p becomes 1620p). Is it a normal behaviour?
Interestingly, FakeFullscreen reports correct DisplayResolutions (coming from ScreenInfo Advanced; and different from the basic ScreenInfo which reports wrong, i.e. higher resolutions). I tried to trigger the Renderers from Fakefullscreen, but still - the BackBuffer Sizes are much higher than the native monitor resolution. I understand that this is related to DPI but I don’t understand why the BackBuffer gets wrong size although the picture exactly covers the display.
My problem is that it is calculating a much higher resolution than is needed and actually displayed, which in turn costs me a lot of fps…
Any help is very appreciated.