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Document Fullscreen vs Exclusive Fullscreen window mode for integer scaling
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tutorials/rendering/jitter_stutter.rst

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@@ -98,6 +98,18 @@ games, will usually not exhibit this problem anyway).
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For fullscreen, Windows gives special priority to the game so stutter is no
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longer visible and very rare. This is how most games are played.
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.. tip::
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Games should use the **Exclusive Fullscreen** window mode, as opposed to
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**Fullscreen** which is designed to prevent Windows from automatically
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treating the window as if it was exclusive fullscreen.
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**Fullscreen** is meant to be used by GUI applications that want to use
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per-pixel transparency without a risk of having it disabled by the OS. It
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achieves this by leaving a 1-pixel line at the bottom of the screen. By
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contrast, **Exclusive Fullscreen** uses the actual screen size and allows
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Windows to reduce jitter and input lag for fullscreen games.
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Linux
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^^^^^
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tutorials/rendering/multiple_resolutions.rst

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@@ -328,6 +328,22 @@ that have a pixel art UI, so that the visible area in the 3D viewport doesn't
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reduce in size (which occurs when using ``canvas_items`` or ``viewport`` stretch
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mode with the ``integer`` scale mode).
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.. tip::
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Games should use the **Exclusive Fullscreen** window mode, as opposed to
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**Fullscreen** which is designed to prevent Windows from automatically
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treating the window as if it was exclusive fullscreen.
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**Fullscreen** is meant to be used by GUI applications that want to use
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per-pixel transparency without a risk of having it disabled by the OS. It
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achieves this by leaving a 1-pixel line at the bottom of the screen. By
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contrast, **Exclusive Fullscreen** uses the actual screen size and allows
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Windows to reduce jitter and input lag for fullscreen games.
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When using integer scaling, this is particularly important as the 1-pixel
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height reduction from the **Fullscreen** mode can cause integer scaling to
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use a smaller scale factor than expected.
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Common use case scenarios
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-------------------------
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