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Window.set_resolution()
and set_present_mode()
don't have expected side-effects
#5111
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nfagerlund
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An unexpected or incorrect behavior
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Jun 27, 2022
alice-i-cecile
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Specific to the Windows desktop operating system
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Many of the Until this is fixed, we should at the very least document this limitation. |
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# Objective - Reconfigure surface after present mode changes. It seems that this is not done currently at runtime. It's pretty common for games to change such graphical settings at runtime. - Fixes present mode issue in #5111 ## Solution - Exactly like resolution change gets tracked when extracting window, do the same for present mode. Additionally, I added present mode (vsync) toggling to window settings example.
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# Objective - Reconfigure surface after present mode changes. It seems that this is not done currently at runtime. It's pretty common for games to change such graphical settings at runtime. - Fixes present mode issue in bevyengine#5111 ## Solution - Exactly like resolution change gets tracked when extracting window, do the same for present mode. Additionally, I added present mode (vsync) toggling to window settings example.
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# Objective - Reconfigure surface after present mode changes. It seems that this is not done currently at runtime. It's pretty common for games to change such graphical settings at runtime. - Fixes present mode issue in bevyengine#5111 ## Solution - Exactly like resolution change gets tracked when extracting window, do the same for present mode. Additionally, I added present mode (vsync) toggling to window settings example.
ItsDoot
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# Objective - Reconfigure surface after present mode changes. It seems that this is not done currently at runtime. It's pretty common for games to change such graphical settings at runtime. - Fixes present mode issue in bevyengine#5111 ## Solution - Exactly like resolution change gets tracked when extracting window, do the same for present mode. Additionally, I added present mode (vsync) toggling to window settings example.
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Bevy version
main at a138804
[Optional] Relevant system information
Windows 10 21H2
What you did
#4865 adds a simple example for testing whether Bevy is keeping a consistent frame pace and an accurate time step. That example uses several methods on a
bevy::window::Window
struct so you can test the effects of various presentation options without needing to compile and restart:set_present_mode
set_mode
set_resolution
(for restoring the window to a default size when switching back to windowed mode)What went wrong
set_mode
switches the window between windowed, borderless, and fullscreen modes depending on its argument. This is the behavior I expected for the other two methods.But
set_present_mode
andset_resolution
have no visible effect, at least not on Windows 10 (which is currently the easiest platform for me to test on). The window size after switching back to windowed mode is always the same as the fullscreen resolution, and the present mode stays locked to Fifo. (For the latter, it's easy to tell because the example in #4865 also includes frame time diagnostics; if you switch the starting present mode to Mailbox or Immediate and recompile, the average frame times are somewhere down in the 2-3ms neighborhood on this computer, as opposed to the 16.6ms neighborhood you get with Fifo on a 60hz monitor.)You can tell from the log messages that the methods are properly changing the values stored in the primary Window struct; it's just that queuing those other
WindowCommand
s doesn't seem to get anything done.I haven't yet been able to check whether these methods work on other platforms or not.
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