This documentation is archived and is not being maintained.

How to: Display a Game in Full Screen Mode

This example demonstrates how to start a game in full screen.

To start a game in full screen

  1. Derive a class from Game.
  2. After creating the GraphicsDeviceManager, set its PreferredBackBufferWidth and PreferredBackBufferHeight to the desired screen width and height.
  3. Set IsFullScreen to true.
#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;

public class Game1 : Microsoft.Xna.Framework.Game
    GraphicsDeviceManager graphics;
    ContentManager content;

    public Game1()
        graphics = new GraphicsDeviceManager( this );
        content = new ContentManager( Services );

        graphics.PreferredBackBufferWidth = 800;
        graphics.PreferredBackBufferHeight = 600;
        graphics.PreferMultiSampling = false;
        graphics.IsFullScreen = true;

    protected override void Initialize()
        // TODO: Add your initialization logic here.


    protected override void LoadGraphicsContent( bool loadAllContent )
        if (loadAllContent)
            // TODO: Load any ResourceManagementMode.Automatic content.

        // TODO: Load any ResourceManagementMode.Manual content.

    protected override void UnloadGraphicsContent( bool unloadAllContent )
        if (unloadAllContent == true)

    protected override void Update( GameTime gameTime )
        // Allows the default game to exit on Xbox 360 and Windows.
        if (GamePad.GetState( PlayerIndex.One ).Buttons.Back == ButtonState.Pressed)

        // TODO: Add your update logic here.

        base.Update( gameTime );

    protected override void Draw( GameTime gameTime )
        graphics.GraphicsDevice.Clear( Color.CornflowerBlue );

        // TODO: Add your drawing code here.

        base.Draw( gameTime );