Back buffer size limitations? #8257
ToadsworthLP
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Graphics
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I haven't tested multi-monitor use myself in some time, but I believe you need to disable |
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Hey there!
I'm currently working on a project (Windows DX11) that requires me to put a single massive window over all screens. I've figured out all the hard parts already, but whenever I try to change my PreferredBackBufferWidth/Height to something larger than the screen width/height, SharpDX throws an exception ("The parameter is incorrect.") as soon as I call ApplyChanges on the GraphicsDeviceManager. This happens regardless of whether I call it in Initialize (or even earlier) or later while the game is already running.
Is there any way to solve this? I don't think I should be hitting any hard limits since it only amounts to 8960x2160 on my workstation (3 monitors, RTX 4090, so this is pretty much the upper end of what I'd ever need it to handle), which is well below the DX11 max texture size. (I'm on MonoGame 3.8.0.1641)
Minimal example:
BackBufferSizeIssue.zip
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