Quick answer: Size the borderless window to the target display's full bounds, remove the border style, position it at the display origin, and handle the correct monitor on multi-monitor setups.
Broken borderless fullscreen is window sizing and styling. Setting them correctly fixes it. Here is how.
How to fix it
1. Size to the full display
A borderless fullscreen window must exactly match the target monitor's resolution and position. If it is sized to the work area (excluding the taskbar) or slightly off, you get borders or gaps.
2. Remove the border style
Strip the window's border and title-bar style so it is truly borderless. Leaving the styled frame, then maximizing, is not the same as borderless and shows chrome or behaves like a windowed mode.
3. Handle the right monitor
On multi-monitor setups, position the borderless window on the intended display's bounds. Defaulting to the primary monitor, or wrong coordinates, puts it on the wrong screen or spanning incorrectly.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.