Why? you start your game, first thing you do is " test = bge.render.getDisplayDimensions() " then set " render.setWindowSize(test[0], test[1]) ". Now you running at the resolution that is perfectly save for every user on every operating system (windows/mac/linux).
Disregard what I said, it was meaningless to the context. (I am/was doing… like… six things at once.) I wasn’t really paying attention I guess, so I misread “bge.render.getDisplayDimensions()” as “bge.render.getCurrentResolution(),” a non existent function that would return a resolution which BGE already set up just fine. I felt interrogating BGE for that resolution info to set up that same resolution again would be quite redundant.
Getting past my misreading, I still don’t see too much use for getDisplayDimensions() beyond screen space calculations.
BGE already seems to do a decent job finding the best safe resolution, and that is almost always native. If it already finds 90% of system’s native resolution, should we really be trying to reinvent this particular wheel? I figure that if BGE can’t figure out the best safe resolution[s] by itself, then getDisplayDimensions() probably isn’t going to return anything meaningful either.
(… I had typed out a point about performance here, but it adds too much signal to noise for one post.)
My whole issue is providing a choice of resolutions that BGE has deemed safe, so the user has options for performance trade off. It’s really too bad BGE doesn’t seem to provide this in the Python API.
and resizewindow does not have to be windowed window, fullscreen as what blender does is just border less window, it is not a True full screen setting.
I really don’t mean to be so disagreeable with you (apparently!?), but I don’t think this claim is entirely true.
When I launch the standalone player in a non native resolution, my screen blanks, reinitializes, and then displays in the new resolution. This series of events only happens on my system when the actual broadcast resolution from the videocard changes. It switches more or less instantly when the resolution is a borderless window with sub-native resolution.
So I have strong reason to believe that the BGE has the capability to run the GPU output at the chosen resolution when in fullscreen mode. Can you demonstrate that it is, in fact, windowed fullscreen instead? Id be open to a different set of evidence.
I KNOW I have had the exported BGE running in 800x600 fullscreen before… wondering why it doesn’t work now. Standalone Player button respects it’s resolution settings, just not when set in the BGE.
… needs more investigation to be sure. Probably just not setting it up right or something.