> notoriously critical for VR support. This is basically the same as Windows exclusive full screen.
D3D12 dropped support for exclusive fullscreen, and I don't think headsets even go through DXGI but their own swap chain APIs. Why do VR games on Linux need the equivalent from the Wayland compositor?
Can I have the source for this? DX12 dropped exclujsive FS? Why does every game still has this as a option then? Or are you talking about VR specifically?
Games may show it as an option if the engine itself can support other GPU APIs and the devs working on the options menu don't know or care that this particular settings combination is misleading.
D3D12 dropped support for exclusive fullscreen, and I don't think headsets even go through DXGI but their own swap chain APIs. Why do VR games on Linux need the equivalent from the Wayland compositor?