Great job, as always,
Dictator. I'm really, really glad that you addressed the issue of Win32 behaving just like UWP, as it goes against Phil Spencer's commitment to supporting Win32 games on Windows 10. Here's the direct quote,
from his blog post just before this year's E3:
We want creators to be inspired to bring their best content to Windows 10, and we want Windows 10 to be the place where gamers come to discover their next favorite PC game. We recognize that Win32 is the app format that game developers love to use and gamers love to play, so we are excited to share that we will be enabling full support for native Win32 games to the Microsoft Store on Windows. This will unlock more options for developers and gamers alike, allowing for the customization and control they've come to expect from the open Windows gaming ecosystem.
Locking executables, encrypting folders and removing exclusive full screen is the opposite of "enabling full support for native Win32 games" and "allowing for the customization and control" we've "come to expect from the open Windows gaming ecosystem".
Now, it honestly feels like just another PR stunt, especially considering the timing of the announcement. Remember earlier this year, when he said it was "
only the beginning"? Here's my post in that same thread:
You can add the commitment to Win32 to that list of annual empty promises.
I thought that one of the advantages of exclusive full screen mode was to allow games to run in frame rates and resolutions other than the currently selected ones in Windows, as Alex pointed out.
Both SOTR and Control have separate modes in DX12 for borderless and exclusive full screen, where you can change the display resolution (not just the render resolution) and frame rate, regardless of your desktop settings.
Also, my understanding is that Windows 10, like Windows 8 before it, forces the use of the Desktop Window Manager (DWM) compositor, meaning that applications running in borderless windowed will have triple buffering applied to them by default, eliminating tearing even when Vsync is disabled. If you run either SOTR or Control in their full screen modes with Vsync off, you get screen tearing, which suggests that they're bypassing the DWM, just like any exclusive full screen application.
Care to explain how exactly they work? Genuine question. The display resolution even becomes grayed out when selecting "borderless" in those games.