Quote Originally Posted by Kailea_Nagisa View Post
oh please, bite me...... I gave an easy fix to the problem, and you know why? because this was the issue with FFXI for 8 years, and it was never fixed, and it is here with FFXIV, I disable my windows buttons for other reasons, not just for FFXIV. People can not stand to be given an easy fix to something, they just call the person a apologist (stupid word by the way) or SE humpers..... both are really childish.
If that's your idea of an easy fix, I'm glad you never became a surgeon.

I believe the underlying problem stems from SE's console development methodology. One of the reasons Vista required DX10 is because the Aero stuff required use of Direct3D to render screen components, and prior to DX10, D3D only allowed one application to access the framebuffer via D3D at any time. Essentially, the game (or more likely Crystal Tools) has a poorly-constructed rendering engine which is trying to write frame data regardless of the state of the application. For example - a well-designed game shouldn't be trying to draw frames while minimized, as those frames are going to simply be discarded, but yet it does.

The error we're seeing here is not unlike a null pointer exception, actually. The previous device doesn't exist anymore and the engine is continuing to try to write updates to it.

Had Crystal Tools isolated the rendering engine from the game application itself, as would be desireable for having the ability to effect run-time graphics option changes, then I suspect this problem would be much easier for them to fix...but I think ultimately it shows a fundamental misunderstanding of how to do proper PC development.