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Yeah. I recently bought this 24 inch full HD, widescreen display. Now I've noticed that a couple of games, that use DX10 with lower resolution than full HD are unable to strecth over full screen, leaving black space either in the upper and lower edge of the sceen or left and right. That happens even if the resolution is a widescreen one.

That is not an issue, when using DX 9 on those exact same games, the games nicely show up on the whole screen, if widescreen resolution is used.

Not that it stops me playing, it's just damned annoying.
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tomimt: Yeah. I recently bought this 24 inch full HD, widescreen display. Now I've noticed that a couple of games, that use DX10 with lower resolution than full HD are unable to strecth over full screen, leaving black space either in the upper and lower edge of the sceen or left and right.
It's probably something linked to your drivers or graphic card configuration, using Dx9, 10 or even 11 has absolutely no impact on the available resolutions.

Are you sure that you have set the correct resolution in your games ? (the native one of your screen, probably 1980x1024 or 1980x1200 for a 24") switching from Dx9 to Dx10 renderer has maybe reseted your graphics settings and put you back to a lower resolution.
Post edited April 05, 2011 by Gersen
As I said the issue is with DX10 when using lower res than my screen native resolution. With DX9 that issue is not present. With DX10, if the game supports my displays native resolution, the problem doesn't exist. It's a known issue in example with Assassins Creed.
-_-

It is not a problem with DirectX 10. Check your scaling settings.
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tomimt: As I said the issue is with DX10 when using lower res than my screen native resolution. With DX9 that issue is not present. With DX10, if the game supports my displays native resolution, the problem doesn't exist. It's a known issue in example with Assassins Creed.
Well in this case it's a normal behavior. Everything you display at a resolution lower than the native one needs to be scaled, either by your monitor or by your graphic card.

As KavazovAngel sugested check your scalling setting both Ati and NVidia drivers have some.
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tomimt: Yeah. I recently bought this 24 inch full HD, widescreen display. Now I've noticed that a couple of games, that use DX10 with lower resolution than full HD are unable to strecth over full screen, leaving black space either in the upper and lower edge of the sceen or left and right.
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Gersen: It's probably something linked to your drivers or graphic card configuration, using Dx9, 10 or even 11 has absolutely no impact on the available resolutions.

Are you sure that you have set the correct resolution in your games ? (the native one of your screen, probably 1980x1024 or 1980x1200 for a 24") switching from Dx9 to Dx10 renderer has maybe reseted your graphics settings and put you back to a lower resolution.
those are quite weird resolutions

I presume you meant


1920x1080 or 1920x1200
Basically, if your scaling settings are set up to preserve the aspect ratio, you will get black bars on any resolution that is a different aspect ratio than your monitor. If your monitor is 16:10, then you will get black bars on the top and bottom for all 16:9 resolutions, and on the sides for all 4:3 and 5:4 resolutions. My guess is that your graphics drivers may have separate settings for the different DirectX versions, since you experience differences in the way they handle aspect ratios.
I'll have to check out, if there are any directx version specific setting for my card. But as I said, the whole thing is not an huge issue, as I got only few DX10 games. And those I got work well with DX9. Would be swell to get all things working as they're meant to.
I don't know why games still bother setting screen modes in this day and age. It's really a holdover from the DOS days more than anything else. Everyone should just default to fullscreen-windowed mode so that they run at native resolution without any configuration necessary. If the game wants to run at a different resolution it could use a drawing surface with dimensions of the least bounding screen-shaped box of the desired resolution and let DirectX/whatever scale it up - that gives far better sampling quality than when it is left to the monitor to rescale and avoids problems like this.
DirectX 10 was such a failure Epic removed support for it from their Unreal engine.
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Ylleylle: DirectX 10 was such a failure Epic removed support for it from their Unreal engine.
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GameRager: Bull....DX10 allowed for better graphical improvements in games, among other things. And DX11 is even better.
DX11 support is in however.

Just not DX10.
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Ylleylle: DirectX 10 was such a failure Epic removed support for it from their Unreal engine.
Again:

-_-
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Ylleylle: DirectX 10 was such a failure Epic removed support for it from their Unreal engine.
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Ylleylle: DX11 support is in however. Just not DX10.
Actually, developers are skipping DirectX 10 because the DirectX 11 API totally supersedes it by integrating support for 10 and 10.1 hardware, allowing developers to target all levels of hardware simultaneously through a unified renderer. Hardware-reliant features such as tessellation require the appropriate level of hardware, but all cards are able to benefit from the software-level improvements made to the API.

Microsoft's clever backwards compatibility approach is why new releases are coming out with a DirectX 11 renderer in place of a DirectX 10 one; the new API's advantages are well worth it to both developers and gamers, and unless the developer has really messed up (see Dragon Age II) you will want to be selecting the DirectX 11 renderer option even if you only have a 10 or 10.1 card. Things will only get better as more and more developers drop XP support and can focus on polishing a single renderer for each game.
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lukaszthegreat: I presume you meant 1920x1080 or 1920x1200
Yep, I kind of mix up my resolutions :-)