![]() In windowed mode, that doesn't work any more: you now have to copy each row individually, because you have stuff to the left and to the right of your window which you aren't allowed to overwrite. In fullscreen mode, the game can just place its image in that chunk of memory when one row ends, the next begins, so you can copy your entire rendering buffer in one go. That is, nothing is stored between each row of pixels: it's just one large chunk of memory. ![]() You see, the image you see on the screen is nothing more than a contiguous collection of rows of pixels. However, there is another, more subtle difference, which your games may or may not make use of - it was somewhat common in previous years, but I'm not sure if game companies are still using it. When in windowed mode, your computer has to draw more than the game itself: your desktop and other windows are also visible, and time has to be spent on drawing that as well. If you run in a higher resolution for fullscreen, then it seems likely that there's something else going on. if you run it in 800圆00 windowed, you're comparing against 800圆00 fullscreen), since that means the game has to render the same image in either case. I am going to assume you're running in the same windowed resolution as you would be fullscreen (i.e.
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