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Emulator Issues #6713

closed

Implement exclusive fullscreen mode

Added by mbc07 about 11 years ago.

Status:
Fixed
Priority:
Normal
Assignee:
-
% Done:

0%

Operating system:
N/A
Issue type:
Feature request
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

Game Name?
Any

Game ID?
Any

What went wrong?
Some softwares inject driver hooks to do some post processing effects or other rendering behaviors. Some of them, like TriDef 3D, works fine with the DX11/OGL backend, however, depending of the mode selected, it asks to use fullscreen mode. Apparently the fullscreen mode currently implemented in Dolphin just changes your desktop resolution to be the same you selected and then uses a borderless window to display the graphic output. However, in TriDef 3D, for example, it renders the app still asking you to toggle to fullscreen mode...

What did you expect to happen instead?
A fullscreen mode that works with these injectors

What steps will reproduce the problem?
Just use an injector (TriDef 3D for example) that requires Dolphin running in fullscreen

Dolphin 3.5 and Dolphin 3.5-367 are old versions of Dolphin that have
known issues and bugs. Have you tested with the latest version from
http://dolphin-emu.org/download ?
Yes

Which versions of Dolphin did you test on?
4.0-157 (x86) -- x64 doesn't work with some injectors

Which version of Dolphin used to work?
None I think

What are your PC specifications?
HP Envy dv6t-7300 CTO Quad Edition
CPU: Intel Core i7 3630QM @ 2.4GHz
GPU: nVidia GeForce GT 635M @ 2 GB GDDR3
RAM: 8 GB @ DDR3-1600
OS: Windows 8 (RTM) [x64]

64 or 32 bit Dolphin?
Tested both (some injectors only work with x86)

Any other relevant information (e.g. logs, screenshots, configuration
files)
In revisions that have the DX9 backend, enabling 3D vision in Graphics => Enhancements makes Dolphin render in a "true" fullscreen mode that works with the injectors... Shouldn't be hard to implement this mode in DX11/OGL

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