What's the most appropriate way to "upscale" to full screen?

Mar 12, 2015 at 8:28 AM
Which is the most appropriate way to render 2D graphics with the SpriteBatch to fullscreen despite device resolution when building a Universal XAML app for Windows and Windows Phone?

Should I leverage a scale matrix and pass it to SpriteBatch::Begin(...) or should I leverage a rendertarget and rendera to texture? Or is there an even simpler solution?

Lets say all of my content is baser on 800x480 bit I want to fill the entire screen?
Mar 12, 2015 at 5:05 PM
The easiest approach is just to create your swapchain sized 800x480. This doesn't need to be the same as the physical display resolution - the hardware will scale as needed.
Mar 13, 2015 at 5:43 AM
Thanks again Shawn!

I had tried that option but didn't manage to get it to scale though. Your note made me really investigate the Creation of the swapchain and eventually I found that I also had to change the Scaling property to DXGI_SCALING_STRETCH on the swapchain description.

It works fine now!
Marked as answer by walbourn on 3/12/2015 at 9:49 PM