worldsbe.st • August 16 2025
If you want to play Windows games on a vertical monitor with the lowest possible latency (“input lag”), and don’t feel like testing anything out:
This makes no intuitive sense, but I promise it’s real, at least on some systems: not all GPUs can use fast presentation modes (or variable refresh rate!) while Windows display rotation is active. If you’d like to test this for yourself, try PresentMon or Special K.
Your Windows1 PC has something called a “compositor”. When a program on your PC generates an image to show you, the compositor puts that image in a window, then arranges windows as you drag and refocus them.2 This is a slow process: the compositor adds display latency.
When you play a game on your PC, it’ll usually ask you whether you want to play in “Fullscreen”, “Borderless Fullscreen”, or “Windowed”. Different developers sometimes use different terms for these,3 so I’ll define some terms.
Exclusive Fullscreen has the lowest latency, since it draws directly to the screen without using the compositor: this is why it’s annoying to alt-tab sometimes. Windowed and Borderless Fullscreen both use the compositor, so they have higher latency.
However, on modern systems, modern software can use special features of your graphics card to skip the compositor. This depends on your operating system, graphics card, graphics drivers, the game, and the size of the game window, but the practical upshot is simple:
On a Windows 10/114 system with a modern graphics card, some games can use Borderless Fullscreen without adding compositor latency. Even for games that aren’t new or smart enough to do this, Windows will try to help them do it anyway.5
However, in order to use “fast” Borderless Fullscreen, these games usually need to meet very specific conditions.6
That last condition is the problem. Windows display rotation changes the resolution your games run in, but not the “real” resolution of your monitor. That means if your GPU doesn’t have the right features9, the compositor has to rotate the game to match your Windows settings, and “fast” Borderless Fullscreen can’t be used.
Not every game has Exclusive Fullscreen. Even for the ones that do, Windows will sometimes try to convert them to “fast” Borderless Fullscreen. So to guarantee the lowest latency, we need to make sure that the conditions for “fast” Borderless Fullscreen are always met.
If you don’t have the tools or time to check, better safe than sorry: use in-game rotation options, not Windows monitor rotation!
PresentMon is Intel’s weird GPU monitoring software. It can be configured to check “presentation mode”, which is what actual graphics programmers call the the thing we’ve been talking about.
After configuring PresentMon to add a “Present Mode” entry to the overlay…
…and changing the overlay to a separate window in “Settings”, to avoid stacking on top of the game and changing its presentation behavior…10
…you can select any running game from the “Process” dropdown on the main page. Ignore the FPS display and any other gauges; we’re looking for “Present Mode”.
Presentation modes starting with “Hardware” or “Hardware Composed” are fast. Presentation modes starting with “Composed” use the compositor, and add extra latency. If you’re curious about whether monitor rotation affects your setup, test for yourself!
I don’t know shit about Mac or Linux. Sorry. On Linux, this behavior is probably specified by your window manager; some of them have options to disable composition, which might work. ↩︎
I cannot stress how much of an oversimplification this is, but I really want to keep this section light. I promise this is a real thing, though. ↩︎
Example: some games use “Fullscreen” to refer to Borderless Fullscreen, while some use “Fullscreen” and “Borderless” to refer to Exclusive Fullscreen and Borderless Fullscreen respectively. ↩︎
There are new Windows features that affect this. If you care about game latency, you should consider upgrading from Windows 10. ↩︎
Sometimes it even tries to convert Exclusive Fullscreen to “fast” Borderless Fullscreen! ↩︎
My description of these conditions ranges from “highly imprecise” to “outright wrong”, especially “nothing can be in front of the game”, but this is written as a best-practice guide for people who aren’t going to do exhaustive latency measurement. Sorry. Feel free to email me if you can think of a cleaner way to talk about this! ↩︎
I think DirectX 12 guarantees “fast” Borderless Fullscreen, and it’s possible on DirectX 10/11, as well as Vulkan. ↩︎
Injected overlays like Steam’s are fine. ↩︎
Technical: Your GPU’s implementation of Multi-Plane Overlays needs to support rotation. Supposedly AMD has better support for these than NVIDIA, source: some guy on the Special K discord. ↩︎
I kept it on a second monitor. For a single-monitor setup, you might want to use Special K (linked below), but PresentMon also has some logging options that might work, and maybe it’s fine as an overlay to begin with? But I was skeptical. ↩︎