FSE not working in Windows 10 OpenGL

I’m on 1.6.0 and Windows 10 (pre-Creator’s build). Last I used RetroArch was about a year ago when I was on Windows 7. I’m using OpenGL and have tested with both rGUI and XMB using SNES cores. I’m unable to use fullscreen exclusive mode. Regardless of the borderless fullscreen option, I’m always in borderless. I know from the rapid task switching and the ability to have the taskbar over the image that I’m in borderless mode. FSE APPEARS to work using D3D–I’m basing that on the fact that after task switching out of RA using D3D I’m totally unable to get back into it and have to kill the process. In other words, I suffer a fairly common FSE issue there which many games have had over the years. That’s fine with me–however, D3D isn’t really a valid workaround and I’d rather use OpenGL.

Is this a Windows 10 issue? I know there’s fear that MS will kill FSE all together in its attempt to make Windows into a bastardized chromey XBox/Tablet Frankenstein (which is goddamn terrifying), but FSE still exists for the moment.

Is FSE broken when using OpenGL right now, or is this a Windows 10-specific problem? I go a while without using RA every year, but am also certain I’ve used OpenGL exclusively for many years now.

I just had a couple of people test it and it seems to be working fine.

One way to test whether it’s working is to set a fullscreen_x/y resolution other than your normal desktop resolution (e.g., 1280x720) and if your monitor tries to switch to that resolution, exclusive fullscreen is working.

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You’re right. I suppose I expected more of a delay when switching tasks. I feel like in the past there was a typical task-switching delay in RA… Windows 10 is known to make task switching between desktop and some FSE games even slower than usual, I wonder if it sometimes has the opposite effect? In any event, I failed to test adequately what I thought I was seeing. Thanks!

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