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The issue is minor/cosmetic and there are no good solutions for syncing the window resize behavior to the actual frame rendering as the frames are rendered asynchronously. When the resize call comes in, there are already one or several frames queued for presentation with the old resolution of the window. Discarding the frames or delaying resize operation to account for it would both result in worse user experience. By either making it feel sluggish to resize a window or alternatively, having the window black when resizing as the frames would be discarded. In this case scaling of the graphics is the best compromise.
Reproduction steps:
Expected result: Resolution is set to the current screen resolution
Actual result: Resolution is not set to the current screen resolution, Player window has a distorted image
Reproducible with: 2020.3.43f1, 2021.3.16f1, 2022.2.1f1, 2023.1.0a23
Reproduced on: Windows 10
Note #1: Visual Studio was used to test this bug, but there’re reasons to believe that for testing this bug any IDE could be used.
Note #2: The issue is best pronounced when changing between very different aspect rations, for example going from 9:16 to 16:9.
Note #3: While holding F10 in the Visual Studio it would sometime show “Frame not in module”, however, this would not affect reproduction, the solution is simply to continue holding F10.
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