Of course, offline rendering is a different story.
Of course, offline rendering is a different story.
It lets a few unobstructed windows do animation without having to involve the compositor => lower latency AND lower energy use. They do NOT have to be full screen at all.
Oh, and they can also handle framebuffer formats that aren't RGB. This is very useful for video, as the natural format there is YUV or something similar. The YUV => RGB conversion step becomes unnecessary.
As for Windows compositing, use the graphics API to acquire exclusive fullscreen. Vulkan gives this example:
https://github.com/KhronosGroup/Vulkan-Samples/tree/main/sam...
Since Windows 10 fullscreen mode can use a borderless window, with DWM not compositing if the game covers the entire screen. That's how Alt-Tab switches smoother and faster now.
https://devblogs.microsoft.com/directx/demystifying-full-scr...