While searched for aa solution with my fullscreen problem (Incorrect Screen Resolution in DirectX Windows Project) I tested with the stable version and discovered a significant difference:
My test app was:
- when pressing enter, toggle fullscreen,
- display current FPS (not averaged, the current one, so no overhead with this),
- load a dummy texture to texture to see if the texture is skewed and so i’m really in fullscreen.
Switching references to monogame gives:
MG 188.8.131.529 (latest stable) -> ~600fps
MG 184.108.40.2062 (the lastest dev at the time of this post) -> ~350fps
Is this because the develop branch is in “debug” while the stable one is “release” and so no debug informations are made during an app timelife ? Or is it a real difference that will remain ?