That can happen when MonoGame isn’t dpi aware and users have dpi scaling enabled. You can add a manifest to let your application be dpi aware.
If you’re unsure how, check out the PR’s on GitHub, I have one up that adds a manifest to the templates. A pr was also merged to throw a better exception when this occurs
“Change window dimensions to maintain a physical size that appears consistent on any display
Re-layout and re-render graphics for the new window size
Select fonts that are scaled appropriately for the DPI level
Select and load bitmap assets that are tailored for the DPI level”
None of that is handled by MonoGame as far as I know. It all has to be coded in the game.
As I understand it, the manifest tells Windows that the game is DPI aware, even if it doesn’t actually scale itself. Then Windows won’t scale the window.
But,many users want the game to be scale up. So adding the manifest would mean that they have to override the manifest and enable scaling. I guess I can live with that.
But that does not help if the game crashes because of the scaling?
If you want to scale your game when the user has dpi scaling enabled that really, really, really complicates things so I recommend against it. The thing is your app can’t figure out the right resolution when it’s not dpi aware and dpi scaling is happening. It will get scaled resolutions, which the GraphicsDevice does not support which causes the Exception your users are getting. If you make the app dpi aware it can get the actual resolution. That doesn’t mean it actually handles dpi scaling nicely. So if you make your app dpi aware it will stop crashing on startup when dpi scaling is on and nothing more. If you want to scale with dpi scaling then you need to implement that in your game yourself.