I don't see what you mean by "render area", MMF only renders the area that is visible on screen, nothing more. If there is a memory issue, then I don't know why, Direct3D should handle that correctly.
As Dynasoft said, it could be a single-buffer issue. If I remember correctly Direct3D decides itself how many buffers it uses, maybe in certain cases it can choose only one buffer for some reason.
Does your game go to full screen immediately with the "Change resolution" option or do you switch to full screen with Set Full Screen action after the game starts? If you switch to full screen after the video memory is full, then maybe it has not enough free space to allocate the ideal number of buffers.
Just random thoughts...
EDIT: I'll try to free as much memory as I can before switching to full screen, just in case. Try with the next version.
Edited by Yves (11/07/09 09:58 AM)