Runtime Backbuffer Resize Limits Across Platforms
0 reputation · 12 Sept 2022, 06:46 UTC
Goal: Change GraphicsDeviceManager.PreferredBackBufferWidth or PreferredBackBufferHeight at runtime and have the GraphicsDevice adjust its presentation parameters without losing previously loaded content.
Constraint: The underlying GraphicsDevice must be reset; on Windows the reset succeeds and preserves GPU memory, but on iOS and Android a full device reset may be required and may discard loaded textures and sprite states. The conditions under which state is preserved versus lost across platform‑backend combinations are not explicitly documented.
Questions: Does GraphicsDevice.ResetStatus provide distinguishable codes for platform‑preserved versus discarded state? Does the presence of a matching GraphicsProfile.ReleaseProfile affect whether a reset retains loaded content? Could a version‑specific factor in MonoGame 3.6+ influence reset behavior on OpenGL ES 3.0 versus 2.0 backends?