Incorrect Screen Resolution in DirectX Windows Project

I want the image to be stretched, I planned using Independant Resolution later :wink:
I think 800x600 is now the minimum standard, or maybe 1024x768. But what I want for now, is see how fast my engine is in fullscreen: Windowed, an empty window is 350fps, when switching to fullscreen, it drops to 170fps… as it is rendering from 800x600 (windowed) to 1920x1080(fullscreen)

All the ā€œregularā€ display modes are in the list of the supporteddisplaymode of my card. When I play Painkiller for example, I can set it fullscreen at 800x600, 1280x720, 1280x600 etc with image stretched without problem. I’m pretty sure it is not a ratio related problem but rather monogame using displaymode somewhere in its internal code instead of the backbuffer params. Does any Monogame’s dev have an idea ? :slightly_smiling:

Another strange thing, when i set PreferMultiSampling to true, nothing is display, screen empty… I’ll have to dig into MG Sourcecode to see what’s happening: my code is wrong or MG’s is wrong.

I’ve just tested my code with MG 3.5.1.1679 (latest stable) and switching to fullscreen is ok, the image is 800x600…
It seems there has been a regression between these versions.
Another point:
MG 3.5.1.1679 (latest stable) -> 600fps (average)
MG 3.6.0.622 (the lastest dev at the time of this post) -> 350fps
for the same code: a clear, and a simple texture drawn to test the speed…