Just say no to FULLSCREEN
FULLSCREEN was useful when your typical machine had one 640x480 monitor connected. It is no longer useful.(log in to comment)
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*And fullscreen doesn't work in my dual-screens set-up, neither does my tablet work very well. I hate you dual screen. >.>
1280x720 windowed: 22fps
1280x720 fullscreen: 25fps
680x384 windowed: 42fps
680x384 fullscreen: 48fps
I always wished that pyglet would let you set the resolution for fullscreen mode... a lot of pyglet games could go from unplayable to playable for me!
@stycchio: I go for opengl + resizable windows, if ya want fullscreen just maximize it. No performance loss in HW accelerated blitting even in high resolutions.
What do you mean by no performance loss? Even when I'm just using GL calls on a hardware-accelerated pygame surface, the fullscreen resolution makes a huge difference to the framerate on my system. How is that not the same as a performance loss on higher resolutions?
What do you mean by no performance loss? Even when I'm just using GL calls on a hardware-accelerated pygame surface, the fullscreen resolution makes a huge difference to the framerate on my system. How is that not the same as a performance loss on higher resolutions?
s not confuse fullscreen with actual resolution switching. Fullscreen should involve making the viewport fill the entire screen, changing the resolution before doing that can often mess up display settings later.
Performance wise using a larger window is definitely slower than using a smaller one for the simple reason that although the number of primitives you render does not change the per-fragment computations are multiplied. The body of a game's runtime, however, is usually divided between two things: per-tick updates and rendering. Only the latter will be affected by screen size. Out game this PyWeek was graphically very simple and consequently has no problem running at very high resolutions!
We always tend to have windowed as an option both in game and on the command line but fullscreen is the default behaviour. However, let'Performance wise using a larger window is definitely slower than using a smaller one for the simple reason that although the number of primitives you render does not change the per-fragment computations are multiplied. The body of a game's runtime, however, is usually divided between two things: per-tick updates and rendering. Only the latter will be affected by screen size. Out game this PyWeek was graphically very simple and consequently has no problem running at very high resolutions!
Most important of all - fullscreen is simply what I prefer.
I'm happy to give people an option to run in a window. Generally my pyweek entries accept '--window' command line args, (documented by --help), and they also support alt-enter keypress to toggle between fullscreen and windowed. Do fullscreen detractors think there are other ways I should expose this option? Are there key binds that are commonly used for this across all platforms?
richard on 2011/04/16 07:53:
Fullscreen is nice - as an option.