diff --git a/OpenRA.Game/Settings.cs b/OpenRA.Game/Settings.cs index 5d8dc48167..75c24fa9c2 100644 --- a/OpenRA.Game/Settings.cs +++ b/OpenRA.Game/Settings.cs @@ -179,9 +179,6 @@ namespace OpenRA [Desc("At which frames per second to cap the framerate.")] public int MaxFramerate = 60; - [Desc("Disable separate OpenGL render thread on Windows operating systems.")] - public bool DisableWindowsRenderThread = true; - [Desc("Disable the OpenGL debug message callback feature.")] public bool DisableGLDebugMessageCallback = false; diff --git a/OpenRA.Platforms.Default/Sdl2PlatformWindow.cs b/OpenRA.Platforms.Default/Sdl2PlatformWindow.cs index 33459f717e..98974e3bd2 100644 --- a/OpenRA.Platforms.Default/Sdl2PlatformWindow.cs +++ b/OpenRA.Platforms.Default/Sdl2PlatformWindow.cs @@ -288,9 +288,8 @@ namespace OpenRA.Platforms.Default // Run graphics rendering on a dedicated thread. // The calling thread will then have more time to process other tasks, since rendering happens in parallel. // If the calling thread is the main game thread, this means it can run more logic and render ticks. - // This is disabled on Windows because it breaks the ability to minimize/restore the window from the taskbar for reasons that we dont understand. - var threadedRenderer = Platform.CurrentPlatform != PlatformType.Windows || !Game.Settings.Graphics.DisableWindowsRenderThread; - if (!threadedRenderer) + // This is disabled when running in windowed mode on Windows because it breaks the ability to minimize/restore the window. + if (Platform.CurrentPlatform == PlatformType.Windows && windowMode == WindowMode.Windowed) { var ctx = new Sdl2GraphicsContext(this); ctx.InitializeOpenGL();