It works fine in other "projects" so it has something to do with project. The project im talking about here has tons of classes but nothing with graphicsdevicemanager other than game1.cs game1.cs starts with
then in public game1()
graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1024;
nope, the game is still 800x600. I have also tried adding graphics.ApplyChanges(); while I dont need it in game1 and would be calling twice, still didnt work.
HOWEVER, if I add
graphics.PreferredBackBufferWidth = 1024; graphics.ApplyChanges();
to "Initialize" (graphics' init is still from game1) it works
as you can see, I can fix it by going to Initialize and wasting some resource but I wonder why this is happening ? Im sure someone else in my code doesnt interfere.(I have no idea if something like this exist in properties etc. tho)