In windowed mode they can be captured, then things get tricky, but in full screen they draw direct to the gpu, vulkan itself is completely headless.
In windowed mode they can be captured, then things get tricky, but in full screen they draw direct to the gpu, vulkan itself is completely headless.
Gamescope's direct scanout bypasses this.
I wasn’t aware that this changed, but you could be right. Its definitely the same on Windows as it always was, which is the platform I most developed games for.
Not really. Most games use "borderless windowed" mode instead of fullscreen exclusive, and even FSE is not true exclusive mode anymore in most cases.
https://devblogs.microsoft.com/directx/demystifying-full-scr...
> When using Fullscreen Optimizations, your game believes that it is running in Fullscreen Exclusive, but behind the scenes, Windows has the game running in borderless windowed mode. When a game is run in borderless windowed mode, the game does not have full control of the display– that overarching control is given back to the Desktop Window Manager (DWM).
see also https://learn.microsoft.com/en-us/windows/win32/direct3ddxgi...
If an application framebuffer is full screen and in a compatible pixel format the compositor can do "direct scan out" where the compositor sends the framebuffer directly to the crtc instead of compositing first. I know that wlroots supports that. I'm not sure how much performance it saves to be honest.
And I'll second that most commercial games do go through XWayland, though it depends on what games you like!