> But World of Warcraft is an older game using the legacy CoreGraphics display services full screen API. That API actually allows World of Warcraft to draw into the notch.
Not knowing much about Macs, I would have thought games were supposed to render full screen around the notch for immersion but respect the safe area for UI and gameplay. Are they supposed to leave a menu bar on macOS?
> Control gets around the issue by just making up its own resolutions.
That's hilarious, I wonder if they had trouble enumerating resolutions and gave up or if they simply couldn't bother.
Depends also how the specific game is implemented, but often that area is just black and inaccessible, as in you cannot even move the cursor there. It is as if the screen does not include the area above the notch anymore, ie how the screen would be if there was no notch, like the m1 air.
Thanks for explaining! I see this is common then. If I'm understanding correctly the docs of NSPrefersDisplaySafeAreaCompatibilityMode[1], this is supposed to be a compatibility mode that apps can opt-out of to behave like I expected, and can be force-disabled from Finder.
So I guess rendering around the notch is the intended experience, but devs don't seem to know or care enough to opt-out, and the bug here is that enumerating display resolutions doesn't take this compatibility mode into account.
Not knowing much about Macs, I would have thought games were supposed to render full screen around the notch for immersion but respect the safe area for UI and gameplay. Are they supposed to leave a menu bar on macOS?
> Control gets around the issue by just making up its own resolutions.
That's hilarious, I wonder if they had trouble enumerating resolutions and gave up or if they simply couldn't bother.