I've been trying out DX12 and noticed that the "Full Screen" samples from Microsoft's samples act very differently.
Main Project: https://github.com/Microsoft/DirectX-Graphics-Samples/
Desktop Full Screen Sample: https://github.com/Microsoft/DirectX-Graphics-Samples/tree/master/Samples/Desktop/D3D12Fullscreen
UWP Full Screen Sample: https://github.com/Microsoft/DirectX-Graphics-Samples/tree/master/Samples/UWP/D3D12Fullscreen
I'm using the steptimer.h from https://github.com/Microsoft/DirectX-Graphics-Samples/blob/master/Samples/Desktop/D3D12Multithreading/src/StepTimer.h
along with
void D3D12Fullscreen::OnUpdate()
{
m_timer.Tick(NULL);
if (m_frameCounter == 500)
{
// Update window text with FPS value.
wchar_t fps[64];
swprintf_s(fps, L"%ufps", m_timer.GetFramesPerSecond());
SetCustomWindowText(fps);
m_frameCounter = 0;
}
m_frameCounter++;
}
To add the FPS to the title bar
Now the Desktop version, I get thousands of FPS, either in window or full screen mode.
In UWP I'm limited to my monitor refresh (60). Is there a way to bypass this to provide "unlimited" FPS, or is this a limitation in UWP applications?